What??...

I'm not using FireBullets because it's the FlareGun.

The FlareGun fires a physics prop; specifically "models/weapons/flare.mdl".

So... I don't see how GetBulletSpread is meant to help me? :\


Greg Scott wrote:
--
[ 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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