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* Redoes how stormtrooper aim works. The old method was simply varying the spread angle, but that lead to you hitting the target too often, so blinding was added in a manner that lead to pain at high td. Then we switched over to using range(2, target), which works about as well as the old spread angle method, and also had you shooting at yourself/the pipes in the floor. Both of these methods have the same goal, prevent you from hitting your target outside of hyper close range. So instead of picking a random close target or changing just the max spread angle, why don't we set a lowest value you can roll for spread? That way we have some control over the randomness, and we can make the trait work as it should. As a part of this, I've changed a few rand()s to rand(0, 1). They were rolling floats between 0 and 1, so they could in theory roll a 0.5, get 0.5 subtracted from them, and end up producing an angle change of 0. This also lead to silly behavior with guns not deviating nearly as much as I wanted them to. I'm honestly not sure if this was intentional or not, but it's dumb when combined with ALREADY ROLLING RANDOM NUMBERS FOR SPREAD AHHHHHHHHHHHHH Oh and I haven't readded a blur, since I'm not confident in my artistic ability. If you'd like I can give it a go, or just use filters or something IDK