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Merge branch 'main' into raw-parsing-for-scene-data
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@@ -93,17 +93,19 @@ std::map<LOT, LootDropInfo> RollLootMatrix(uint32_t matrixIndex) {
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// Generates a 'random' final position for the loot drop based on its input spawn position.
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void CalcFinalDropPos(GameMessages::DropClientLoot& lootMsg) {
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lootMsg.bUsePosition = true;
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if (lootMsg.spawnPos != NiPoint3Constant::ZERO) {
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lootMsg.bUsePosition = true;
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//Calculate where the loot will go:
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uint16_t degree = GeneralUtils::GenerateRandomNumber<uint16_t>(0, 360);
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//Calculate where the loot will go:
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uint16_t degree = GeneralUtils::GenerateRandomNumber<uint16_t>(0, 360);
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double rad = degree * 3.14 / 180;
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double sin_v = sin(rad) * 4.2;
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double cos_v = cos(rad) * 4.2;
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double rad = degree * 3.14 / 180;
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double sin_v = sin(rad) * 4.2;
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double cos_v = cos(rad) * 4.2;
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const auto [x, y, z] = lootMsg.spawnPos;
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lootMsg.finalPosition = NiPoint3(static_cast<float>(x + sin_v), y, static_cast<float>(z + cos_v));
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const auto [x, y, z] = lootMsg.spawnPos;
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lootMsg.finalPosition = NiPoint3(static_cast<float>(x + sin_v), y, static_cast<float>(z + cos_v));
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}
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}
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// Visually drop the loot to all team members, though only the lootMsg.ownerID can pick it up
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