diff --git a/Content.Server/GameObjects/Components/Weapon/Ranged/Barrels/ServerRangedBarrelComponent.cs b/Content.Server/GameObjects/Components/Weapon/Ranged/Barrels/ServerRangedBarrelComponent.cs index fc0eed269d..81dc22f6e3 100644 --- a/Content.Server/GameObjects/Components/Weapon/Ranged/Barrels/ServerRangedBarrelComponent.cs +++ b/Content.Server/GameObjects/Components/Weapon/Ranged/Barrels/ServerRangedBarrelComponent.cs @@ -1,4 +1,4 @@ -using System; +using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; @@ -11,6 +11,7 @@ using Content.Shared.GameObjects.Components.Weapons.Ranged; using Content.Shared.GameObjects.EntitySystems; using Content.Shared.Interfaces.GameObjects.Components; using Content.Shared.Physics; +using Content.Shared.Utility; using Robust.Server.GameObjects; using Robust.Shared.Audio; using Robust.Shared.GameObjects; @@ -278,12 +279,12 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels if (ejectDirections == null) { - ejectDirections = new[] {Direction.East, Direction.North, Direction.South, Direction.West}; + ejectDirections = new[] {Direction.East, Direction.North, Direction.NorthWest, Direction.South, Direction.SouthEast, Direction.West}; } - const float ejectOffset = 0.2f; + const float ejectOffset = 1.8f; var ammo = entity.GetComponent(); - var offsetPos = (robustRandom.NextFloat() * ejectOffset, robustRandom.NextFloat() * ejectOffset); + var offsetPos = ((robustRandom.NextFloat() - 0.5f) * ejectOffset, (robustRandom.NextFloat() - 0.5f) * ejectOffset); entity.Transform.Coordinates = entity.Transform.Coordinates.Offset(offsetPos); entity.Transform.LocalRotation = robustRandom.Pick(ejectDirections).ToAngle(); @@ -311,7 +312,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels { var robustRandom = IoCManager.Resolve(); var prototypeManager = IoCManager.Resolve(); - var ejectDirections = new[] {Direction.East, Direction.North, Direction.South, Direction.West}; + var ejectDirections = new[] {Direction.East, Direction.North, Direction.NorthWest, Direction.South, Direction.SouthEast, Direction.West}; var soundPlayCount = 0; var playSound = true;