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@ -385,11 +385,6 @@ void InternalShot(Creature* c,
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long long weapon_uniid,
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int trace_target_uniid)
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{
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#if 0
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if (c->IsPlayer()) {
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c->SetAttackDir(GlmHelper::UP);
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}
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#endif
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if (weapon_meta->_inventory_slot() == IS_TRAP ||
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weapon_meta->_inventory_slot() == IS_MINE) {
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ProcMissile(c, weapon_meta, bullet_meta, skill_meta, fly_distance, weapon_uniid, trace_target_uniid);
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@ -503,7 +498,6 @@ void InternalShot(Creature* c,
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bool is_player = c->IsPlayer();
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bool is_car = c->IsCar();
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float bullet_born_angle = GlmHelper::CalcAngle(c->GetAttackDir(), GlmHelper::UP);
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//if (c->GetAttackDir().z > 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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}
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@ -511,12 +505,11 @@ void InternalShot(Creature* c,
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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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//bullet_born_angle * A8_PI,
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glm::radians(bullet_born_angle * 180.0f),
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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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CalcGunMuzzlePosition(c, weapon_lv, weapon_meta, shot_animi, gun_muzzle_position, bulletIdx, bulletNum);
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#ifdef MYDEBUG0
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#ifdef MYDEBUG
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gun_muzzle_position +=
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glm::vec4(
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bullet_born_offset.x / 10.0f,
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@ -526,7 +519,6 @@ void InternalShot(Creature* c,
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);
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#endif
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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.x *10*1, v.y, v.z*10*1);
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bullet_born_pos = c->GetPos().ToGlmVec3() + bullet_born_offset;
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if (c->IsPlayer() || c->IsCar()) {
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