# General info

### Recoil

- Each shot adds RecoilUp degrees to vertical aim (pitch)
- Each shot adds
to horizontal aim (yaw), positive being clockwise.random_uniform(-recoilLeft, recoilRight)

- Recoil decrease per one logical frame per one axis (ver. or hor.) is calculated as follows:
- Note that vertical and horizontal recoil are independent, and both get decreased with same equation.

CurrentRecoil = Current amount of recoil (either ver. or hor.) RecoilDecrease = Weapon's recoil decrease value DeltaTime = Time since last logical frame (seconds) TimeSinceLastShot = Time since last fired shot (seconds) C = Some constant (approx. 5.0) RecoilTerm = ((abs(CurrentRecoil) / 0.5)^0.6 + .001) Decrease = RecoilTerm * RecoilDecrease * DeltaTime * TimeSinceLastShot^0.5 * C NewRecoil = (CurrentRecoil - Decrease) if CurrentRecoil > 0 else (CurrentRecoil + Decrease)

### Spread

- If spread > 0.0, shot will have random dispersion from the aimpoint. Spread = radius of the circle used for random selection.
- Random dispersion based on current spread value per shot is calculated as follows:
- Where
for all other weapons than shotguns. Shotguns usea = 0.5

.a = 1.0

- Due to this shotguns' spread focuses in the middle (less affected by spread) while other weapons have evenly spread out dispersion.
**Note:**Shotgun pellets still have a = 1.0 and thus are evenly spread out. The center of the pellets will be closer to crosshair's center, but the pellets itself will spread out evenly.- Each shot adds spreadIncrease to spread.
- Spread will start to decrease when weapon is ready to fire next shot at the rate of
**spreadDecrease/second**.

rand1 = rand(0,1) rand2 = rand(0,2*PI) horizontal_dispersion = rand1^a * spread * cos(rand2) vertical_dispersion = rand1^a * spread * sin(rand2)

### Bullet drop and drag

- Bullet accelerates towards ground at
**Gravity**m/s² - Bullet slows down at
**Bullet_Velocity² * Drag**m/s

### "Deploy Time"

**Deploy Time**is the time it takes to weapon be able to fire after switching to said weapon.

### Body part damage multipliers

**General Multipliers**

For all bullets except ones in special multipliers category

Headshot | 1.7x |

Upper body | 1.0x |

Lower body and upper arms | 0.96x |

Legs and forearms | 0.96x |

**Special multipliers**

*Slugs, Scout's primary weapons (100 max damage, no M1903 Experimental)*

Headshot | 1.8x |

Upper body | 1.0x |

Lower body and upper arms | 0.9x |

Legs and forearms | 0.75x |

*Gewehr M.95, Russian 1895 Trench*

Headshot | 1.8x |

Upper body | 1.0x |

Lower body and upper arms | 0.93x |

Legs and forearms | 0.93x |

*Shotgun buckshots*

Headshot | 1.0x |

Upper body | 1.0x |

Lower body and upper arms | 1.0x |

Legs and forearms | 1.0x |