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@ -152,12 +152,8 @@ static void InternalCreateBullet(BulletInfo& bullet_info)
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if (bullet_info.recoil_force > 0) {
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if (c->GetCurrWeapon()->ammo <= 0) {
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c->DoRecoilForce(bullet_info.recoil_force);
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#if 1
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bullet_info.bullet_born_pos = bullet_info.bullet_born_pos;
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#else
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bullet_info.bullet_born_pos = bullet_info.bullet_born_pos -
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(bullet_info.bullet_dir * bullet_info.recoil_force);
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#endif
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bullet_info.bullet_born_pos.FromVec2(bullet_info.bullet_born_pos.ToVec2() -
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(bullet_info.bullet_dir * bullet_info.recoil_force));
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}
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}
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if (c->IsCar() && c->AsCar()->IsSingle()) {
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@ -183,12 +179,7 @@ static void InternalCreateBullet(BulletInfo& bullet_info)
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bullet_info.bullet_num);
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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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// 999
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#if 1
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bullet_info.bullet_born_pos = c->GetPos();
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#else
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bullet_info.bullet_born_pos = c->GetPos() + bullet_born_offset;
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#endif
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bullet_info.bullet_born_pos.FromVec2(c->GetPos().ToVec2() + bullet_born_offset);
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bullet_info.bullet_dir = c->GetShotDir();
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}
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int bullet_uniid = 0;
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@ -300,11 +291,7 @@ static void ProcMissile(Creature* c,
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context->old_context_pos = c->context_pos;
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c->context_dir = c->GetAttackDir();
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// 999
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#if 1
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#else
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c->context_pos = c->GetPos() + c->GetAttackDir() * fly_distance;
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#endif
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c->context_pos.FromVec2(c->GetPos().ToVec2() + c->GetAttackDir() * fly_distance);
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};
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handle->post_add_cb =
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[context] (Creature* c, int buff_uniid)
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@ -340,12 +327,8 @@ void InternalShot(Creature* c,
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bullet_born_angle = -bullet_born_angle;
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}
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bullet_born_offset.Rotate(bullet_born_angle);
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// 999
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#if 1
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Position bullet_born_pos = c->GetPos();
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#else
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a8::Vec2 bullet_born_pos = c->GetPos() + bullet_born_offset;
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#endif
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Position bullet_born_pos;
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bullet_born_pos.FromVec2(c->GetPos().ToVec2() + bullet_born_offset);
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if (c->room->OverBorder(bullet_born_pos, 0.0f)) {
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return;
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}
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@ -396,11 +379,7 @@ void InternalShot(Creature* c,
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for (auto& tuple : weapon_meta->bullet_born_offset) {
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++bulletIdx;
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a8::Vec2 bullet_born_offset = a8::Vec2(std::get<0>(tuple), std::get<1>(tuple));
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#if 1
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Position bullet_born_pos = c->GetPos();
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#else
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a8::Vec2 bullet_born_pos = c->GetPos() + c->shoot_offset + bullet_born_offset;
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#endif
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a8::Vec2 bullet_born_pos = c->GetPos().ToVec2() + c->shoot_offset + bullet_born_offset;
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a8::Vec2 bullet_dir = c->GetShotDir();
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float bullet_angle = std::get<2>(tuple);
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if (weapon_meta->pb->bullet_angle() >= 0.10f) {
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@ -431,11 +410,7 @@ void InternalShot(Creature* c,
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CalcGunMuzzlePosition(c, weapon_meta, shot_animi, gun_muzzle_position, bulletIdx, bulletNum);
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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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// 999
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#if 1
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#else
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bullet_born_pos = c->GetPos() + bullet_born_offset;
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#endif
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bullet_born_pos = c->GetPos().ToVec2() + bullet_born_offset;
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if (c->IsPlayer() || c->IsCar()) {
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#ifdef DEBUG1
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a8::XPrintf("idx:%d offset:%f,%f angle:%f old_angle:%f angle_xy:%f,%f %f %f gun_muzzle_position:%f,%f,%f pos:%f,%f gun_id:%d t:%d\n",
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@ -467,7 +442,7 @@ void InternalShot(Creature* c,
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bullet_info.weapon_meta = weapon_meta;
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bullet_info.skill_meta = skill_meta;
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bullet_info.bullet_meta = bullet_meta;
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bullet_info.bullet_born_pos = bullet_born_pos;
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bullet_info.bullet_born_pos.FromVec2(bullet_born_pos);
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bullet_info.bullet_dir = bullet_dir;
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bullet_info.fly_distance = fly_distance;
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bullet_info.delay_time = std::get<3>(tuple);
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@ -501,11 +476,9 @@ void InternalShot(Creature* c,
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}
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}
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c->GetTrigger()->Shot(weapon_meta);
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#if 0
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if (weapon_meta->pb->recoil_force() > 0.000001) {
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c->DoRecoilForce(weapon_meta->pb->recoil_force());
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}
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#endif
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if (c->HasBuffEffect(kBET_Hide)) {
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c->RemoveBuffByEffectId(kBET_Hide);
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}
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