Well, both methods, SS_Line and SS_Random, are pretty much like what was and still is called 'cone firing' due to the weapon model not using these calculations for its rotation too. So you get no visual clue about where the projectile will go. It will go more or less randomly out of the weapons muzzle. The angle it uses then depends on factors depending on the stance and movement and stuff alike.
Still this is called cone firing, sry.
[edit] all RO firing classes do use SpreadStyle = SS_Random ...
Oh and the codes above are not telling you that I got access to the SDK. I only got access to some of the ucc files someone extracted for me, nothing more.
So I still would need ucc aso to actually compile a mutator for your community.[/QUOTE]
Sorry but your little code snippet there is just a very very small part of how the weapon firing is calculated in RO. There are indeed very small randomizations used to similate such things as the inherent innaccuracy of the weapon (which every weapon has regardless of if the gun is clamped in a vice), the failure of an overheating barrel, and the steadyness of your player as a weapon platform.
The game already uses a system where the bullets go where the muzzle of the gun is pointed (your so called vectorized aiming system) when the weapon is at the hip. This is part of our free-aim/weapon recoil system. So you absolutely get a "clue" of where the bullets will go, because they go straight out of the barrel with some minor barrel innaccuracy. Maybe next time you can look at the whole picture before jumping to conclusions and showing you don't know what your talking about :)