public void fireGun() //shamelessly lifted from playerscript hee hee { ammoCount--; Quaternion recoilVector = new Quaternion(); recoilVector.eulerAngles = new Vector3(handVisual.rotation.eulerAngles.x + Random.Range(-recoilIntensity * 1.5f, 0), handVisual.rotation.eulerAngles.y + Random.Range(-recoilIntensity, recoilIntensity) * 0.75f, handVisual.rotation.eulerAngles.z); //f**k this handVisual.rotation = recoilVector; recoilIntensity += recoilAdd; muzzleFlash.Play(); shoot.fireABullet(bulletFirePoint.position, bulletFirePoint.forward, false); }
public void fireGun() { AmmoCount--; ammoSlider.value = AmmoCount; Quaternion recoilVector = new Quaternion(); recoilVector.eulerAngles = new Vector3(handVisual.rotation.eulerAngles.x + Random.Range(-recoilIntensity * 1.5f, 0), handVisual.rotation.eulerAngles.y + Random.Range(-recoilIntensity, recoilIntensity) * 0.75f, handVisual.rotation.eulerAngles.z); //f**k this handVisual.rotation = recoilVector; recoilIntensity += recoilAdd; if (!silencer.activeSelf) { muzzleFlash.Play(); muzzleFlashLight.range = 10; shoot.fireABullet(bulletFirePoint.position, bulletFirePoint.forward, false); makeSoundSphere(100f, .1f, bulletFirePoint.position); } else { muzzleFlashLight.range = 0; shoot.fireABullet(bulletFirePoint.position, bulletFirePoint.forward, false); makeSoundSphere(10f, .1f, bulletFirePoint.position); } }