Recoil
- Each shot adds RecoilUp degrees to vertical aim (pitch)
- Each shot adds
random_uniform(-recoilLeft, recoilRight)
to horizontal aim (yaw), positive being clockwise. - 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
a = 0.5
for all weapons. Due to this the dispersion is evenly spread out. - Note: Shotgun pellets have
a = 1.0
, and thus are more tightly spread out near the firing direction, which is first decided by the above shot dispersion.
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
| Headshot | 1.7x |
| Upper body | 1.0x |
| Lower body and upper arms | 0.96x |
| Legs and forearms | 0.96x |
Special multipliers
| Headshot | 1.8x |
| Upper body | 1.0x |
| Lower body and upper arms | 0.9x |
| Legs and forearms | 0.75x |
| Headshot | 1.8x |
| Upper body | 1.0x |
| Lower body and upper arms | 0.93x |
| Legs and forearms | 0.93x |
| Headshot | 1.0x |
| Upper body | 1.0x |
| Lower body and upper arms | 1.0x |
| Legs and forearms | 1.0x |