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@ -346,14 +346,14 @@ void InternalShot(Creature* c,
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return;
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return;
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}
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}
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for (auto& tuple : weapon_meta->_bullet_born_offset) {
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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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glm::vec3 bullet_born_offset = glm::vec3(std::get<0>(tuple), 0.0f, std::get<1>(tuple));
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float bullet_born_angle = GlmHelper::CalcAngle(c->GetAttackDir(), GlmHelper::UP);
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float bullet_born_angle = GlmHelper::CalcAngle(c->GetAttackDir(), GlmHelper::UP);
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if (c->GetAttackDir().x > 0.00001f) {
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if (c->GetAttackDir().x > 0.00001f) {
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bullet_born_angle = -bullet_born_angle;
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bullet_born_angle = -bullet_born_angle;
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}
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}
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bullet_born_offset.Rotate(bullet_born_angle);
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GlmHelper::RotateY(bullet_born_offset, bullet_born_angle);
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Position bullet_born_pos;
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Position bullet_born_pos;
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bullet_born_pos.FromVec2(c->GetPos().ToVec2() + bullet_born_offset);
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bullet_born_pos.FromGlmVec3(c->GetPos().ToGlmVec3() + bullet_born_offset);
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if (c->room->OverBorder(bullet_born_pos, 0.0f)) {
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if (c->room->OverBorder(bullet_born_pos, 0.0f)) {
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return;
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return;
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}
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}
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