[quote]I was investigating ZDoom 1.23 and it appears that the formula used there makes the shots slightly more compressed vertically and stretched a bit more which is very close (if not identical) to what ZD used.<br /><br />Upon analysis of the ZDoom 1.23 gameplay, it appears that the random engine actually manages to focus some of the shots around the center (why? idk yet), which means extra bullets naturally have a higher chance of connecting (even at a longer distance). If you want you can try it out yourself by downloading the binary of ZDoom 1.23 beta 33 and shoot the ssg at a flat wall. I tried on doom2 map01 and looking at the decals you can see that accuracy is rewarded.[/quote]<br /><br />I see. Well that seems to clear up a few things. In that context I can understand adding a new flag that would implement ZDoom 1.23 weapon physics. This would be a more realistic approach to take rather than to chase any details of ZDaemon. Since Oda is based on 1.23, I don&#039;t see it being too big of an issue to implement this co_ flag.