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- when adding some minmum lateral movement to trigger collision detection, do not just set Vel.X but actually use a vector pointing in the proper facing direction of the actor.
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2 changed files with 2 additions and 2 deletions
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@ -3885,7 +3885,7 @@ void AActor::Tick ()
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// (for backwards compatibility this must check for lack of damage function, not for zero damage!)
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// (for backwards compatibility this must check for lack of damage function, not for zero damage!)
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if ((flags & MF_MISSILE) && Vel.X == 0 && Vel.Y == 0 && !IsZeroDamage())
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if ((flags & MF_MISSILE) && Vel.X == 0 && Vel.Y == 0 && !IsZeroDamage())
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{
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{
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Vel.X = MinVel;
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VelFromAngle(MinVel);
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}
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}
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// Handle X and Y velocities
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// Handle X and Y velocities
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@ -87,7 +87,7 @@ class FastProjectile : Actor
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// force some lateral movement so that collision detection works as intended.
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// force some lateral movement so that collision detection works as intended.
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if (bMissile && Vel.X == 0 && Vel.Y == 0 && !IsZeroDamage())
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if (bMissile && Vel.X == 0 && Vel.Y == 0 && !IsZeroDamage())
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{
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{
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Vel.X = MinVel;
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VelFromAngle(MinVel);
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}
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}
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Vector3 frac = Vel / count;
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Vector3 frac = Vel / count;
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