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Merge branch 'master' of github.com:GTAmodding/re3
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commit
81e462b677
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@ -346,7 +346,7 @@ void CWeather::AddRain()
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pos.y = CGeneral::GetRandomNumberInRange(DROPLETS_TOP_OFFSET, screen_height - DROPLETS_TOP_OFFSET);
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pos.z = 0.0f;
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CParticle::AddParticle(PARTICLE_RAINDROP_2D, pos, CVector(0.0f, 0.0f, 0.0f), nil, CGeneral::GetRandomNumberInRange(0.5f, 0.9f),
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colour, CGeneral::GetRandomNumberInRange(-10, 10), 360 - rain_angle + CGeneral::GetRandomNumberInRange(-30, 30), cur_frame, 0);
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colour, CGeneral::GetRandomNumberInRange(-10, 10), 360 - rain_angle + CGeneral::GetRandomNumberInRange(-30, 30), cur_frame, 50);
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}
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int num_splash_attempts = (int)(3 * Rain) + 1;
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int num_splashes = (int)(3 * Rain) + 4;
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@ -108,10 +108,17 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
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CVector fireOffset(0.0f, 0.0f, 0.6f);
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CVector *source = fireSource;
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if (!fireSource) {
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if (!fireSource)
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{
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fireOffset = shooter->GetMatrix() * fireOffset;
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#ifdef FIX_BUGS
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static CVector tmp;
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tmp = shooter->GetMatrix() * fireOffset;
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tmp = fireOffset;
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source = &tmp;
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#else
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source = &fireOffset;
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#endif
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}
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if ( m_bAddRotOffset )
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{
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@ -1166,6 +1173,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
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{
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float shootAngle = DEGTORAD(7.5f*i + shooterAngle - 15.0f);
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CVector2D shootRot(-Sin(shootAngle), Cos(shootAngle));
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shootRot.Normalise();
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CVector source, target;
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CColPoint point;
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