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@ -119,7 +119,11 @@ void InternalShot(Creature* c,
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}
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for (auto& tuple : weapon_meta->bullet_born_offset) {
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a8::Vec2 bullet_born_offset = a8::Vec2(std::get<0>(tuple), std::get<1>(tuple));
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bullet_born_offset.Rotate(c->GetAttackDir().CalcAngle(a8::Vec2::UP));
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float bullet_born_angle = c->GetAttackDir().CalcAngleEx(a8::Vec2::UP);
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if (c->GetAttackDir().x > 0.00001f) {
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bullet_born_angle = -bullet_born_angle;
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}
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bullet_born_offset.Rotate(bullet_born_angle);
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a8::Vec2 bullet_born_pos = c->GetPos() + bullet_born_offset;
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if (c->room->OverBorder(bullet_born_pos, 0.0f)) {
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return;
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@ -138,7 +142,11 @@ void InternalShot(Creature* c,
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}
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for (auto& tuple : weapon_meta->bullet_born_offset) {
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a8::Vec2 bullet_born_offset = a8::Vec2(std::get<0>(tuple), std::get<1>(tuple));
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bullet_born_offset.Rotate(c->GetAttackDir().CalcAngle(a8::Vec2::UP));
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float bullet_born_angle = c->GetAttackDir().CalcAngleEx(a8::Vec2::UP);
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if (c->GetAttackDir().x > 0.00001f) {
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bullet_born_angle = -bullet_born_angle;
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}
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bullet_born_offset.Rotate(bullet_born_angle);
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a8::Vec2 bullet_born_pos = c->GetPos() + c->shoot_offset + bullet_born_offset;
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a8::Vec2 bullet_dir = c->GetAttackDir();
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float bullet_angle = std::get<2>(tuple);
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