Added option for different bullet spread during movement.
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4 changed files with 12 additions and 5 deletions
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@ -8,4 +8,5 @@ reload_time: 2000
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automatic: true
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magazine_size: 30
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max_total_ammo: 270
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spread: 2.0
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spread: 2.0
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spread_moving: 5.0
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@ -3,9 +3,10 @@ name: Machine Gun
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bullet: bullet.yaml
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projectile_speed: 1000
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damage: 20
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fire_interval: 100
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fire_interval: 150
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reload_time: 5000
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automatic: true
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magazine_size: 60
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max_total_ammo: 400
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spread: 5.0
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spread: 5.0
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spread_moving: 15.0
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@ -30,7 +30,8 @@ Weapon::Weapon(World& world, Character& holder, const Yaml& config) :
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mPellets(config.get("pellets", 0)),
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mPelletSpread(config.get("pellet_spread", 0.0f)),
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mReloadSingle(config.get("reload_single", false)),
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mSpread(config.get("spread", 0.0f)) {
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mSpread(config.get("spread", 0.0f)),
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mSpreadMoving(config.get("spread_moving", 0.0f)) {
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}
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/**
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@ -135,7 +136,10 @@ Weapon::insertProjectile(float angle) {
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sf::Vector2f offset(0, - mHolder.getRadius());
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thor::rotate(offset, thor::polarAngle(mHolder.getDirection()));
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std::uniform_real_distribution<float> distribution(- mSpread, mSpread);
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float spread = (mHolder.getSpeed() == sf::Vector2f())
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? mSpread
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: mSpreadMoving;
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std::uniform_real_distribution<float> distribution(- spread, spread);
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angle += distribution(mGenerator);
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//float random = ((float) rand()) / (float) RAND_MAX;
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@ -58,6 +58,7 @@ private:
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const float mPelletSpread;
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const bool mReloadSingle;
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const float mSpread;
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const float mSpreadMoving;
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std::default_random_engine mGenerator;
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};
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