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@ -494,13 +494,22 @@ void InternalShot(Creature* c,
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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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float old_bullet_born_angle = bullet_born_angle;
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float old_bullet_born_angle = bullet_born_angle;
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GlmHelper::RotateY(bullet_born_offset, bullet_born_angle);
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//GlmHelper::RotateY(bullet_born_offset, bullet_born_angle);
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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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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_lv, weapon_meta, shot_animi, gun_muzzle_position, bulletIdx, bulletNum);
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CalcGunMuzzlePosition(c, weapon_lv, weapon_meta, shot_animi, gun_muzzle_position, bulletIdx, bulletNum);
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#ifdef DEBUG
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gun_muzzle_position +=
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glm::vec4(
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bullet_born_offset.z / 10.0f,
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0,
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bullet_born_offset.x / 10.0f,
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0
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);
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#endif
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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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bullet_born_offset = glm::vec3(v.z *10*1, v.y, v.x*10*-1);
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bullet_born_offset = glm::vec3(v.z *10*1, v.y, v.x*10*-1);
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bullet_born_pos = c->GetPos().ToGlmVec3() + bullet_born_offset;
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bullet_born_pos = c->GetPos().ToGlmVec3() + bullet_born_offset;
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