| 410 | }; |
| 411 | |
| 412 | void CShootingObject::FireBullet(const Fvector& pos, const Fvector& shot_dir, float fire_disp, const CCartridge& cartridge, u16 parent_id, u16 weapon_id, bool send_hit) |
| 413 | { |
| 414 | Fvector dir; |
| 415 | dir.random_dir(shot_dir, fire_disp); |
| 416 | |
| 417 | if (!Core.Features.test(xrCore::Feature::npc_simplified_shooting) || ParentIsActor()) |
| 418 | if (!fis_zero(constDeviation.pitch) || !fis_zero(constDeviation.yaw)) |
| 419 | { |
| 420 | // WARN: при больших значениях девиации стрелок может отсрелить себе голову! |
| 421 | float dir_yaw, dir_pitch; |
| 422 | dir.getHP(dir_yaw, dir_pitch); |
| 423 | dir_pitch += constDeviation.pitch; |
| 424 | dir_yaw += constDeviation.yaw; |
| 425 | dir.setHP(dir_yaw, dir_pitch); |
| 426 | } |
| 427 | |
| 428 | m_iCurrentParentID = parent_id; |
| 429 | |
| 430 | bool aim_bullet; |
| 431 | if (m_bUseAimBullet) |
| 432 | { |
| 433 | if (ParentIsActor()) |
| 434 | { |
| 435 | if (m_fPredBulletTime == 0.0) |
| 436 | { |
| 437 | aim_bullet = true; |
| 438 | } |
| 439 | else |
| 440 | { |
| 441 | if ((Device.fTimeGlobal - m_fPredBulletTime) >= m_fTimeToAim) |
| 442 | { |
| 443 | aim_bullet = true; |
| 444 | } |
| 445 | else |
| 446 | { |
| 447 | aim_bullet = false; |
| 448 | } |
| 449 | } |
| 450 | } |
| 451 | else |
| 452 | { |
| 453 | aim_bullet = false; |
| 454 | } |
| 455 | } |
| 456 | else |
| 457 | { |
| 458 | aim_bullet = false; |
| 459 | } |
| 460 | m_fPredBulletTime = Device.fTimeGlobal; |
| 461 | |
| 462 | float l_fHitPower; |
| 463 | if (ParentIsActor()) //если из оружия стреляет актёр(игрок) |
| 464 | { |
| 465 | l_fHitPower = fvHitPower[g_SingleGameDifficulty]; |
| 466 | } |
| 467 | else |
| 468 | { |
| 469 | l_fHitPower = fvHitPower[egdMaster]; |
nothing calls this directly
no test coverage detected