There seams to be a bug in computing the accuracy of shotgun pellets, after the first one.
This may fix it, or maybe someone could explain to me what I am not understanding.
If this is indeed a bug, and is fixed, shotguns may need to be rebalanced in mods that use them.
---
src/Battlescape/ProjectileFlyBState.cpp | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/src/Battlescape/ProjectileFlyBState.cpp b/src/Battlescape/ProjectileFlyBState.cpp
index 6b151e4d5..012f3766a 100644
--- a/src/Battlescape/ProjectileFlyBState.cpp
+++ b/src/Battlescape/ProjectileFlyBState.cpp
@@ -587,7 +587,7 @@ void ProjectileFlyBState::think()
// create a projectile
Projectile *proj = new Projectile(_parent->getMod(), _parent->getSave(), _action, _origin, _targetVoxel, _ammo);
// let it trace to the point where it hits
- int secondaryImpact = proj->calculateTrajectory(std::max(0.0, (_unit->getFiringAccuracy(_action.type, _action.weapon) / 100.0) - i * 5.0));
+ int secondaryImpact = proj->calculateTrajectory(std::max(0.0, (_unit->getFiringAccuracy(_action.type, _action.weapon) - i * 5.0) / 100.0));
if (secondaryImpact != V_EMPTY)
{
// as above: skip the shot to the end of it's path
--
2.37.1