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- bool CalculateBullet(D3DXVECTOR3 &vLocalOrigin, D3DXVECTOR3 &vAimSpot, D3DXVECTOR3 &vTargetVelocity, D3DXVECTOR3 &vLocalVelocity, FLOAT fBulletSpeed)
- {
- D3DXVECTOR3 vDistVec = vLocalOrigin - vAimSpot;
- //D3DXVECTOR3 vDistVec = D3DXVECTOR3(distmp.X, distmp.Y, distmp.Z);
- float flTDistance = D3DXVec3Length(&vDistVec);
- FLOAT flGravityConstant = 9.81f;
- FLOAT flTTI = flTDistance / fBulletSpeed;
- float flDropAdjust = 0.5 * flGravityConstant * flTTI * flTTI;
- vAimSpot = vAimSpot + vTargetVelocity * flTTI;
- // vAimSpot = vAimSpot - vLocalVelocity * flTTI;
- vAimSpot.y += flDropAdjust;
- return TRUE;
- }
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