Remember, just because you request it, that doesn't mean you'll get it.

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Post by XLightningStormL »

Essentially a powerup class with the ability to easily affect weapon spread through the use of float multipliers without devolving into spaghetti code, with support for "all" and separate entries (ala WeaponAccuracy "All", 0.50;)

Having a spread of 0 would negate all spread factor, whilst a spread of 2, would increase it by 2.

It may also be beneficial to add FPF_PowerWeaponAccuracyAngle and FPF_PowerWeaponAccuracySpawnOfs flags to the A_FireProjectile action so that if players wish PowerWeaponAccuracy will affect their custom weapons projectiles "accuracy" or opt out of it entirely by default.
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Graf Zahl
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Re: PowerWeaponAccuracy

Post by Graf Zahl »

This is a rather invasive change as you need to add checks to all weapon related code - in particular it cannot work with custom weaoons that use their own attack code. Essentially the same reason why Skulltag's PowerSpread was never ported.

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