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Gaussian Spread
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parent
f3a701d3f9
commit
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11 changed files with 84 additions and 11 deletions
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@ -16,6 +16,6 @@ InfiniteAmmo = false
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ItemKey = &"ICE_SHOTGUN_SAWED"
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ItemKey = &"ICE_SHOTGUN_SAWED"
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AmmoKey = &"ICE_AMMO"
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AmmoKey = &"ICE_AMMO"
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BulletsPerShot = 4
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BulletsPerShot = 4
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SpreadAngle = 30.0
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SpreadAngle = 40.0
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RandomSpread = 0.0
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RandomSpread = 30.0
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_rotationOffset = 0.0
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_rotationOffset = 0.0
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@ -16,6 +16,6 @@ InfiniteAmmo = false
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ItemKey = &"ICE_SHOTGUN_SAWED_T1"
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ItemKey = &"ICE_SHOTGUN_SAWED_T1"
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AmmoKey = &"ICE_AMMO"
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AmmoKey = &"ICE_AMMO"
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BulletsPerShot = 4
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BulletsPerShot = 4
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SpreadAngle = 25.0
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SpreadAngle = 30.0
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RandomSpread = 0.0
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RandomSpread = 28.0
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_rotationOffset = 0.0
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_rotationOffset = 0.0
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@ -16,6 +16,6 @@ InfiniteAmmo = false
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ItemKey = &"ICE_SHOTGUN_SAWED_T2"
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ItemKey = &"ICE_SHOTGUN_SAWED_T2"
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AmmoKey = &"ICE_AMMO"
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AmmoKey = &"ICE_AMMO"
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BulletsPerShot = 4
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BulletsPerShot = 4
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SpreadAngle = 25.0
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SpreadAngle = 38.0
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RandomSpread = 0.0
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RandomSpread = 25.0
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_rotationOffset = 0.0
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_rotationOffset = 0.0
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@ -17,5 +17,5 @@ ItemKey = &"ICE_SHOTGUN_T1"
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AmmoKey = &"ICE_AMMO"
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AmmoKey = &"ICE_AMMO"
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BulletsPerShot = 3
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BulletsPerShot = 3
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SpreadAngle = 15.0
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SpreadAngle = 15.0
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RandomSpread = 0.0
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RandomSpread = 12.0
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_rotationOffset = 0.0
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_rotationOffset = 0.0
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@ -17,5 +17,5 @@ ItemKey = &"ICE_SHOTGUN_T2"
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AmmoKey = &"ICE_AMMO"
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AmmoKey = &"ICE_AMMO"
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BulletsPerShot = 3
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BulletsPerShot = 3
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SpreadAngle = 15.0
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SpreadAngle = 15.0
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RandomSpread = 0.0
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RandomSpread = 10.0
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_rotationOffset = 0.0
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_rotationOffset = 0.0
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@ -17,5 +17,5 @@ ItemKey = &"ICE_SHOTGUN"
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AmmoKey = &"ICE_AMMO"
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AmmoKey = &"ICE_AMMO"
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BulletsPerShot = 3
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BulletsPerShot = 3
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SpreadAngle = 15.0
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SpreadAngle = 15.0
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RandomSpread = 0.0
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RandomSpread = 15.0
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_rotationOffset = 0.0
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_rotationOffset = 0.0
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@ -9,6 +9,7 @@
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script = ExtResource("2_m8dps")
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script = ExtResource("2_m8dps")
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Name = &"Icicle Gun"
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Name = &"Icicle Gun"
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BulletData = ExtResource("1_85ef1")
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BulletData = ExtResource("1_85ef1")
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Priority = 0
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RateOfFire = 0.3
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RateOfFire = 0.3
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BulletCapacity = 5
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BulletCapacity = 5
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ReloadTime = 0.6
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ReloadTime = 0.6
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@ -17,8 +18,8 @@ InfiniteAmmo = true
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ItemKey = &"ICICLE_GUN"
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ItemKey = &"ICICLE_GUN"
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AmmoKey = &""
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AmmoKey = &""
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BulletsPerShot = 1
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BulletsPerShot = 1
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SpreadAngle = 0.0
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SpreadAngle = 5.0
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RandomSpread = 0.0
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RandomSpread = 2.5
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_rotationOffset = 0.0
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_rotationOffset = 0.0
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ReloadSound = ExtResource("2_sd6j2")
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ReloadSound = ExtResource("2_sd6j2")
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ShootSound = ExtResource("2_r2tre")
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ShootSound = ExtResource("2_r2tre")
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@ -716,6 +716,24 @@ script = ExtResource("82_fuaed")
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Item = ExtResource("4_swym2")
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Item = ExtResource("4_swym2")
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AutoSpawn = true
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AutoSpawn = true
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[node name="AmmoMarker7" type="Marker2D" parent="Parallax2D/Factory Tilemaps/Debug Room"]
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position = Vector2(-823.466, -584.726)
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script = ExtResource("82_fuaed")
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Item = ExtResource("4_swym2")
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AutoSpawn = true
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[node name="AmmoMarker8" type="Marker2D" parent="Parallax2D/Factory Tilemaps/Debug Room"]
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position = Vector2(-826.374, -604.114)
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script = ExtResource("82_fuaed")
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Item = ExtResource("4_swym2")
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AutoSpawn = true
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[node name="AmmoMarker9" type="Marker2D" parent="Parallax2D/Factory Tilemaps/Debug Room"]
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position = Vector2(-843.822, -603.871)
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script = ExtResource("82_fuaed")
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Item = ExtResource("4_swym2")
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AutoSpawn = true
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[node name="AmmoMarker2" type="Marker2D" parent="Parallax2D/Factory Tilemaps/Debug Room"]
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[node name="AmmoMarker2" type="Marker2D" parent="Parallax2D/Factory Tilemaps/Debug Room"]
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position = Vector2(-808, -397)
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position = Vector2(-808, -397)
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script = ExtResource("82_fuaed")
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script = ExtResource("82_fuaed")
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40
Scripts/Utils/RandomStuff.cs
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40
Scripts/Utils/RandomStuff.cs
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@ -0,0 +1,40 @@
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using System;
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using Godot;
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namespace Cirno.Scripts.Utils;
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public static class RandomStuff
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{
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public static double GaussianRandom(double mean = 0.0, double stdDev = 1.0)
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{
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// Box-Muller transform
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float u1 = GD.Randf();
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float u2 = GD.Randf();
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// Ensure u1 is strictly > 0
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while (u1 <= 0f)
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u1 = GD.Randf();
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float randStdNormal = Mathf.Sqrt(-2f * Mathf.Log(u1)) * Mathf.Sin(2f * Mathf.Pi * u2);
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return mean + stdDev * randStdNormal;
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}
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public static float GaussianClamped(float mean, float stdDev, float min, float max)
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{
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float value;
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do
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{
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float u1 = GD.Randf();
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float u2 = GD.Randf();
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// Ensure u1 > 0 to avoid log(0)
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while (u1 <= 0f) u1 = GD.Randf();
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float randStdNormal = Mathf.Sqrt(-2f * Mathf.Log(u1)) * Mathf.Sin(2f * Mathf.Pi * u2);
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value = mean + stdDev * randStdNormal;
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}
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while (value < min || value > max); // reject out-of-bounds values
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return value;
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}
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}
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1
Scripts/Utils/RandomStuff.cs.uid
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1
Scripts/Utils/RandomStuff.cs.uid
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@ -0,0 +1 @@
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uid://tkwp2w30xi32
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@ -4,6 +4,7 @@ using System.Diagnostics;
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using Cirno.Scripts;
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using Cirno.Scripts;
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using Cirno.Scripts.Components;
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using Cirno.Scripts.Components;
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using Cirno.Scripts.Resources;
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using Cirno.Scripts.Resources;
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using Cirno.Scripts.Utils;
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public partial class Weapon : Node2D
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public partial class Weapon : Node2D
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{
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{
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@ -123,6 +124,18 @@ public partial class Weapon : Node2D
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// Calculate angle offset for this bullet
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// Calculate angle offset for this bullet
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float spreadOffset = -halfSpread + (spreadStep * i);
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float spreadOffset = -halfSpread + (spreadStep * i);
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// Add random spread
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if (WeaponData.RandomSpread > 0)
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{
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// Gaussian with mean = 0, stddev = WeaponData.RandomSpread
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spreadOffset += RandomStuff.GaussianClamped(
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mean: 0f,
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stdDev: WeaponData.RandomSpread, // tuning knob
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min: -halfSpread,
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max: halfSpread
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);
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}
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// Rotate the ShootDirection by the spread angle
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// Rotate the ShootDirection by the spread angle
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Vector2 spreadDirection = ShootDirection.Rotated(Mathf.DegToRad(spreadOffset));
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Vector2 spreadDirection = ShootDirection.Rotated(Mathf.DegToRad(spreadOffset));
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