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Weapon flags changed from bit fields to bit mask (R* vision)
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@@ -76,7 +76,7 @@ CShotInfo::AddShot(CEntity *sourceEntity, eWeaponType weapon, CVector startPos,
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gaShotInfo[slot].m_areaAffected.z += CShotInfo::ms_afRandTable[CGeneral::GetRandomNumber() % ARRAY_SIZE(ms_afRandTable)];
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}
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gaShotInfo[slot].m_areaAffected.Normalise();
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if (weaponInfo->m_bRandSpeed)
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if (weaponInfo->IsFlagSet(WEAPONFLAG_RAND_SPEED))
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gaShotInfo[slot].m_areaAffected *= CShotInfo::ms_afRandTable[CGeneral::GetRandomNumber() % ARRAY_SIZE(ms_afRandTable)] + weaponInfo->m_fSpeed;
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else
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gaShotInfo[slot].m_areaAffected *= weaponInfo->m_fSpeed;
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@@ -117,10 +117,10 @@ CShotInfo::Update()
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shot.m_inUse = false;
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}
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if (weaponInfo->m_bSlowsDown)
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if (weaponInfo->IsFlagSet(WEAPONFLAG_SLOWS_DOWN))
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shot.m_areaAffected *= pow(0.96, CTimer::GetTimeStep()); // FRAMERATE
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if (weaponInfo->m_bExpands)
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if (weaponInfo->IsFlagSet(WEAPONFLAG_EXPANDS))
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shot.m_radius += 0.075f * CTimer::GetTimeStep();
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shot.m_startPos += CTimer::GetTimeStep() * shot.m_areaAffected;
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