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@ -152,7 +152,6 @@ static void InternalCreateBullet(BulletInfo& bullet_info)
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if (bullet_info.recoil_force > 0) {
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if (bullet_info.recoil_force > 0) {
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if (c->GetCurrWeapon()->ammo <= 0) {
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if (c->GetCurrWeapon()->ammo <= 0) {
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c->DoRecoilForce(bullet_info.recoil_force);
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c->DoRecoilForce(bullet_info.recoil_force);
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// 999
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#if 1
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#if 1
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bullet_info.bullet_born_pos = bullet_info.bullet_born_pos;
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bullet_info.bullet_born_pos = bullet_info.bullet_born_pos;
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#else
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#else
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@ -176,14 +175,12 @@ static void InternalCreateBullet(BulletInfo& bullet_info)
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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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#if 1
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CalcGunMuzzlePosition(c,
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CalcGunMuzzlePosition(c,
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bullet_info.weapon_meta,
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bullet_info.weapon_meta,
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bullet_info.shot_animi,
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bullet_info.shot_animi,
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gun_muzzle_position,
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gun_muzzle_position,
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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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#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 = a8::Vec2(v.z *10*1, v.x*10*-1);
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bullet_born_offset = a8::Vec2(v.z *10*1, v.x*10*-1);
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// 999
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// 999
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