forked from HaodongMo/ArcCW
Shotguns do not do full damage with each pellet
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@ -13,6 +13,10 @@ function ArcCW:GetRicochetChance(penleft, tr)
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local c = Lerp(degree, math.min(penleft * ricmult * 2, 45), 0)
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-- c = c * GetConVar("arccw_ricochet_mult"):GetFloat()
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-- c = 100
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return math.Clamp(c, 0, 100)
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end
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@ -34,9 +34,10 @@ end
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function ArcCW:ShootPhysBullet(wep, pos, vel, prof)
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local pbi = wep:GetBuff_Override("Override_PhysBulletImpact")
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local num = wep:GetBuff_Override("Override_Num") or wep.Num
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local bullet = {
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DamageMax = wep:GetDamage(0),
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DamageMin = wep:GetDamage(wep:GetBuff("Range")),
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DamageMax = wep:GetDamage(0) / num,
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DamageMin = wep:GetDamage(wep:GetBuff("Range")) / num,
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Range = wep:GetBuff("Range"),
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DamageType = wep:GetBuff_Override("Override_DamageType") or wep.DamageType,
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Penleft = wep:GetBuff("Penetration"),
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@ -45,7 +46,7 @@ function ArcCW:ShootPhysBullet(wep, pos, vel, prof)
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ImpactDecal = wep:GetBuff_Override("Override_ImpactDecal") or wep.ImpactDecal,
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PhysBulletImpact = pbi == nil and true or pbi,
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Gravity = wep:GetBuff("PhysBulletGravity"),
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Num = wep:GetBuff_Override("Override_Num") or wep.Num,
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Num = num,
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Pos = pos,
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Vel = vel,
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Drag = wep:GetBuff("PhysBulletDrag"),
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@ -399,6 +400,8 @@ function ArcCW:DrawPhysBullets()
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size = size * math.log(EyePos():DistToSqr(i.Pos) - math.pow(256, 2))
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-- print(size)
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size = math.Clamp(size, 0, math.huge)
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local delta = (EyePos():DistToSqr(i.Pos) / math.pow(20000, 2))
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@ -417,7 +420,7 @@ function ArcCW:DrawPhysBullets()
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render.DrawSprite(i.Pos, size, size, col)
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render.SetMaterial(tracer)
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render.DrawBeam(i.Pos, i.Pos - (i.Vel:GetNormalized() * 256), size * 0.75, 0, 1, col)
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render.DrawBeam(i.Pos, i.Pos - i.Vel:GetNormalized() * math.min(i.Vel:Length() * 0.02, 512), size * 0.75, 0, 1, col)
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-- cam.End3D()
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end
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