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- fixed: When trying to calculate the damage for a blasted actor hitting another one, the velocity checks used the signed values, causing totally random damaging effects depending on the direction the objects were moving. This bug had been present in the original Hexen source as well.
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@ -1256,7 +1256,7 @@ bool PIT_CheckThing(FMultiBlockThingsIterator &it, FMultiBlockThingsIterator::Ch
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{
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// ideally this should take the mass factor into account
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thing->Vel += tm.thing->Vel.XY();
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if ((thing->Vel.X + thing->Vel.Y) > 3.)
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if (fabs(thing->Vel.X) + fabs(thing->Vel.Y) > 3.)
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{
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int newdam;
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damage = (tm.thing->Mass / 100) + 1;
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