Beta 3 Hotfix 1:
- Corrected an oopsie in the Minigun's fire offset code (used viewheight instead of viewz, which is... bad).
This commit is contained in:
parent
022082ef9b
commit
c269a58b28
1 changed files with 1 additions and 1 deletions
|
|
@ -59,7 +59,7 @@ Class UMinigun : UnrealWeapon
|
||||||
if ( !alt ) MinigunLight(l).cnt--;
|
if ( !alt ) MinigunLight(l).cnt--;
|
||||||
Vector3 x, y, z, x2, y2, z2;
|
Vector3 x, y, z, x2, y2, z2;
|
||||||
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
||||||
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewheight),10*x+y*3-z*3);
|
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+y*3-z*3);
|
||||||
double a = FRandom[Minigun](0,360), s = FRandom[Minigun](0,alt?0.05:0.02);
|
double a = FRandom[Minigun](0,360), s = FRandom[Minigun](0,alt?0.05:0.02);
|
||||||
[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
|
[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
|
||||||
Vector3 dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
|
Vector3 dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue