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@ -220,12 +220,21 @@ static void CalcGunMuzzlePosition(Creature* c,
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}//end if
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}//end if
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if (weapon_meta->gun_muzzle_position) {
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if (weapon_meta->gun_muzzle_position) {
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gun_muzzle_position +=
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gun_muzzle_position +=
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#if 1
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glm::vec4(
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-std::get<0>(*weapon_meta->gun_muzzle_position.get()),
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std::get<1>(*weapon_meta->gun_muzzle_position.get()),
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std::get<2>(*weapon_meta->gun_muzzle_position.get()),
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0
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);
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#else
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glm::vec4(
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glm::vec4(
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std::get<0>(*weapon_meta->gun_muzzle_position.get()),
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std::get<0>(*weapon_meta->gun_muzzle_position.get()),
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std::get<1>(*weapon_meta->gun_muzzle_position.get()),
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std::get<1>(*weapon_meta->gun_muzzle_position.get()),
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std::get<2>(*weapon_meta->gun_muzzle_position.get()),
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std::get<2>(*weapon_meta->gun_muzzle_position.get()),
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0
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0
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);
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);
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#endif
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}
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}
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#if 0
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#if 0
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if (weapon_meta->movex_position) {
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if (weapon_meta->movex_position) {
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@ -345,6 +354,13 @@ void InternalShot(Creature* c,
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auto transform = glm::rotate(hero_transform,
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auto transform = glm::rotate(hero_transform,
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bullet_born_angle * A8_PI,
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bullet_born_angle * A8_PI,
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glm::vec3(0.0, 1.0, 0.0));
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glm::vec3(0.0, 1.0, 0.0));
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#if 1
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if (c->IsCar()) {
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transform = glm::rotate(hero_transform,
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0 * A8_PI,
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glm::vec3(0.0, 1.0, 0.0));
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}
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#endif
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glm::vec4 gun_muzzle_position(0.0, 0.0, 0.0, 0.0);
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glm::vec4 gun_muzzle_position(0.0, 0.0, 0.0, 0.0);
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CalcGunMuzzlePosition(c, weapon_meta, shot_animi, gun_muzzle_position, bulletIdx, bulletNum);
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CalcGunMuzzlePosition(c, weapon_meta, shot_animi, gun_muzzle_position, bulletIdx, bulletNum);
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glm::vec4 v = transform * gun_muzzle_position;
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glm::vec4 v = transform * gun_muzzle_position;
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