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-rw-r--r--src/render/Weather.cpp2
-rw-r--r--src/weapons/Weapon.cpp12
2 files changed, 11 insertions, 3 deletions
diff --git a/src/render/Weather.cpp b/src/render/Weather.cpp
index 2c0b27d2..f16467b6 100644
--- a/src/render/Weather.cpp
+++ b/src/render/Weather.cpp
@@ -346,7 +346,7 @@ void CWeather::AddRain()
pos.y = CGeneral::GetRandomNumberInRange(DROPLETS_TOP_OFFSET, screen_height - DROPLETS_TOP_OFFSET);
pos.z = 0.0f;
CParticle::AddParticle(PARTICLE_RAINDROP_2D, pos, CVector(0.0f, 0.0f, 0.0f), nil, CGeneral::GetRandomNumberInRange(0.5f, 0.9f),
- colour, CGeneral::GetRandomNumberInRange(-10, 10), 360 - rain_angle + CGeneral::GetRandomNumberInRange(-30, 30), cur_frame, 0);
+ colour, CGeneral::GetRandomNumberInRange(-10, 10), 360 - rain_angle + CGeneral::GetRandomNumberInRange(-30, 30), cur_frame, 50);
}
int num_splash_attempts = (int)(3 * Rain) + 1;
int num_splashes = (int)(3 * Rain) + 4;
diff --git a/src/weapons/Weapon.cpp b/src/weapons/Weapon.cpp
index 85f0bc15..9494c745 100644
--- a/src/weapons/Weapon.cpp
+++ b/src/weapons/Weapon.cpp
@@ -108,10 +108,17 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
CVector fireOffset(0.0f, 0.0f, 0.6f);
CVector *source = fireSource;
- if (!fireSource) {
+ if (!fireSource)
+ {
+ fireOffset = shooter->GetMatrix() * fireOffset;
+#ifdef FIX_BUGS
static CVector tmp;
- tmp = shooter->GetMatrix() * fireOffset;
+ tmp = fireOffset;
source = &tmp;
+#else
+ source = &fireOffset;
+#endif
+
}
if ( m_bAddRotOffset )
{
@@ -1166,6 +1173,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
{
float shootAngle = DEGTORAD(7.5f*i + shooterAngle - 15.0f);
CVector2D shootRot(-Sin(shootAngle), Cos(shootAngle));
+ shootRot.Normalise();
CVector source, target;
CColPoint point;