From e19e1bf5be90e6a1bda99c87399f6679f3ba74a4 Mon Sep 17 00:00:00 2001 From: aozhiwei Date: Tue, 28 Nov 2023 13:49:03 +0800 Subject: [PATCH] 1 --- server/gameserver/shot.cc | 10 +--------- 1 file changed, 1 insertion(+), 9 deletions(-) diff --git a/server/gameserver/shot.cc b/server/gameserver/shot.cc index 004c17e1..4611700c 100644 --- a/server/gameserver/shot.cc +++ b/server/gameserver/shot.cc @@ -385,11 +385,6 @@ void InternalShot(Creature* c, long long weapon_uniid, int trace_target_uniid) { - #if 0 - if (c->IsPlayer()) { - c->SetAttackDir(GlmHelper::UP); - } - #endif if (weapon_meta->_inventory_slot() == IS_TRAP || weapon_meta->_inventory_slot() == IS_MINE) { ProcMissile(c, weapon_meta, bullet_meta, skill_meta, fly_distance, weapon_uniid, trace_target_uniid); @@ -503,7 +498,6 @@ void InternalShot(Creature* c, bool is_player = c->IsPlayer(); bool is_car = c->IsCar(); float bullet_born_angle = GlmHelper::CalcAngle(c->GetAttackDir(), GlmHelper::UP); - //if (c->GetAttackDir().z > 0.00001f) { if (c->GetAttackDir().x < 0.00001f) { bullet_born_angle = -bullet_born_angle; } @@ -511,12 +505,11 @@ void InternalShot(Creature* c, //GlmHelper::RotateY(bullet_born_offset, bullet_born_angle); auto transform = glm::rotate(hero_transform, - //bullet_born_angle * A8_PI, glm::radians(bullet_born_angle * 180.0f), glm::vec3(0.0, 1.0, 0.0)); glm::vec4 gun_muzzle_position(0.0, 0.0, 0.0, 0.0); CalcGunMuzzlePosition(c, weapon_lv, weapon_meta, shot_animi, gun_muzzle_position, bulletIdx, bulletNum); - #ifdef MYDEBUG0 + #ifdef MYDEBUG gun_muzzle_position += glm::vec4( bullet_born_offset.x / 10.0f, @@ -526,7 +519,6 @@ void InternalShot(Creature* c, ); #endif glm::vec4 v = transform * gun_muzzle_position; - //bullet_born_offset = glm::vec3(v.z *10*1, v.y, v.x*10*-1); bullet_born_offset = glm::vec3(v.x *10*1, v.y, v.z*10*1); bullet_born_pos = c->GetPos().ToGlmVec3() + bullet_born_offset; if (c->IsPlayer() || c->IsCar()) {