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[ Picked text/plain from multipart/alternative ]
The hitscan weapons use this function:

    virtual const Vector& GetBulletSpread( void )
    {
        static Vector cone = PISTOL_CONE;

        return cone;
    }
In combination with the FireBulletsInfo_t object to create the spread (The
fire bullet command uses the spread vector in the firebulletinfo_t object).
Code::

    FireBulletsInfo_t info( 1, vecSrc, vecAiming, GetBulletSpread(),
MAX_TRACE_LENGTH, m_iPrimaryAmmoType );
    info.m_pAttacker = pPlayer;

    pPlayer->FireBullets( info );

In this code I have PISTOL_CONE as a custom define, there are some standard
cones defined, but you can make your own with
Vector(sin(degrees)/2,sin(degrees)/2,sin(degrees)/2), or some similar math,
don't remember offhand, but it's documented in the code.

On 5/26/07, Adam amckern McKern <[EMAIL PROTECTED]> wrote:
>
> Your going to want to look at the cones, 1 is tight
> and 10 is wide, of course you can have a 90 cone, but
> that is going to be bloody wide.
>
> EG. 357 uses a 1, mp7 uses a 4
>
>
> Adam
>
>
> --- Mukkan Yhtio <[EMAIL PROTECTED]> wrote:
>
> > Hey,
> >
> >
> > I've been toying with the flaregun code and I have
> > hit a stange problem
> > that I just don't understand.
> >
> > I've looked over the code and can't seem to find
> > what's responcible for
> > the projectile's spread so I assume that the 3D
> > world's gravity and
> > whatnot effects the projectile once it's been
> > launched or something?
> >
> > Well I don't know but I would very much like to
> > remove that spread
> > completely; if anyone could explain what's causing
> > the spread and/or how
> > to remove the spread I would be endlessly greatfull.
> >
> >
> > Thanks,
> >
> > Mukkan
> >
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>
>
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