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@ -157,7 +157,7 @@ static void InternalCreateBullet(BulletInfo& bullet_info)
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}
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}
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}
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}
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if (c->IsCar() && c->AsCar()->IsSingle()) {
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if (c->IsCar() && c->AsCar()->IsSingle()) {
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a8::Vec2 bullet_born_offset;
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glm::vec3 bullet_born_offset;
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bool is_player = c->IsPlayer();
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bool is_player = c->IsPlayer();
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bool is_car = c->IsCar();
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bool is_car = c->IsCar();
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float bullet_born_angle = GlmHelper::CalcAngle(c->GetAttackDir(), GlmHelper::RIGHT);
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float bullet_born_angle = GlmHelper::CalcAngle(c->GetAttackDir(), GlmHelper::RIGHT);
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@ -165,7 +165,7 @@ static void InternalCreateBullet(BulletInfo& bullet_info)
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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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bullet_born_offset.Rotate(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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@ -178,8 +178,8 @@ static void InternalCreateBullet(BulletInfo& bullet_info)
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bullet_info.bullet_idx,
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bullet_info.bullet_idx,
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bullet_info.bullet_num);
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bullet_info.bullet_num);
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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 = a8::Vec2(v.z *10*1, v.x*10*-1);
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bullet_born_offset = glm::vec3(v.z *10*1, 0.0f, v.x*10*-1);
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bullet_info.bullet_born_pos.FromVec2(c->GetPos().ToVec2() + bullet_born_offset);
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bullet_info.bullet_born_pos.FromGlmVec3(c->GetPos().ToGlmVec3() + bullet_born_offset);
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bullet_info.bullet_dir = c->GetShotDir();
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bullet_info.bullet_dir = c->GetShotDir();
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}
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}
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int bullet_uniid = 0;
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int bullet_uniid = 0;
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@ -524,12 +524,9 @@ void Skill::ProcSWZB()
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glm::vec3 dir = sender.Get()->GetAttackDir();
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glm::vec3 dir = sender.Get()->GetAttackDir();
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if (!GlmHelper::IsZero(dir)) {
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if (!GlmHelper::IsZero(dir)) {
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// 999
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// 999
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#if 1
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glm::vec3 target_pos = c->GetPos().ToGlmVec3() +
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#else
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dir * (float)(SkillHelper::GetSwzbPullDistance(skill_meta));
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a8::Vec2 target_pos = c->GetPos() +
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dir * SkillHelper::GetSwzbPullDistance(skill_meta);
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c->PullTarget(target_pos);
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c->PullTarget(target_pos);
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#endif
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}
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}
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int buff_id = SkillHelper::GetSwzbBuffId(skill_meta);
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int buff_id = SkillHelper::GetSwzbBuffId(skill_meta);
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float buff_time = SkillHelper::GetSwzbBuffTime(skill_meta);
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float buff_time = SkillHelper::GetSwzbBuffTime(skill_meta);
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