Adjusted firearm firing point forward on the m4
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47764f63a1
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@ -15,7 +15,7 @@ impl Firearm {
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Firearm::M4A1 => {
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Firearm::M4A1 => {
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FirearmData {
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FirearmData {
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firing_point: FiringPoint {
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firing_point: FiringPoint {
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forward: 0.0,
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forward: 2.5,
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up: 0.0,
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up: 0.0,
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right: 0.0,
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right: 0.0,
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},
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},
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@ -7,17 +7,17 @@ use crate::comps::core::markers::muzzle_flash::MuzzleFlashMarker;
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use super::caliber::Caliber;
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use super::caliber::Caliber;
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pub fn shoot_bullet(
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pub fn shoot_bullet(
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mut commands: &mut Commands,
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commands: &mut Commands,
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mut meshes: &mut ResMut<Assets<Mesh>>,
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meshes: &mut ResMut<Assets<Mesh>>,
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mut materials: &mut ResMut<Assets<StandardMaterial>>,
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materials: &mut ResMut<Assets<StandardMaterial>>,
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firing_point: Transform,
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firing_point: Transform,
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forward: Vec3,
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forward: Vec3,
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up: Vec3,
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_up: Vec3,
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caliber: Caliber
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caliber: Caliber
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) {
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) {
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//let transform = Transform::from_translation(firing_point).look_at(target, up)
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//let transform = Transform::from_translation(firing_point).look_at(target, up)
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// Spawn muzzle flash LIGHT
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// Spawn muzzle flash LIGHT
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/*commands.spawn(
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commands.spawn(
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(PointLightBundle {
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(PointLightBundle {
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point_light: PointLight {
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point_light: PointLight {
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//252, 238, 128
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//252, 238, 128
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@ -31,7 +31,7 @@ pub fn shoot_bullet(
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visibility: Visibility::Visible,
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visibility: Visibility::Visible,
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..Default::default()
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..Default::default()
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}, MuzzleFlashMarker(Timer::new(Duration::from_millis(10), TimerMode::Once)))
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}, MuzzleFlashMarker(Timer::new(Duration::from_millis(10), TimerMode::Once)))
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);*/
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);
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println!("origin: {}", firing_point.translation);
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println!("origin: {}", firing_point.translation);
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println!("end: {}", firing_point.forward() * caliber.range());
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println!("end: {}", firing_point.forward() * caliber.range());
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