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- Exhumed: Clean up push factor in runlist_CheckRadialDamage()
for players.
* Some fudging was added due to issues that have now been properly resolved in 40265e649f
.
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1 changed files with 1 additions and 12 deletions
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@ -23,8 +23,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "sound.h"
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#include <assert.h>
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CVARD(Bool, cl_exdamagepush, false, CVAR_ARCHIVE, "enables player damage pushback from explosions, etc.")
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BEGIN_PS_NS
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enum
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@ -1776,23 +1774,14 @@ int runlist_CheckRadialDamage(DExhumedActor* pActor)
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{
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if ((nPush = max((nRadialDamage * (nDamageRadius - nDist)) / nDamageRadius, 0.)) > 20)
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{
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const auto nVel = DVector3(pos.Angle().ToVector(), -24 * (1. / 256.)) * nPush;
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pActor->vel.Z += nVel.Z;
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pActor->vel += DVector3(pos.Angle().ToVector() * 0.125, -24 * (1. / 256.)) * nPush;
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if (pActor->vel.Z < -14)
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pActor->vel.Z = -14;
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if (pActor->spr.statnum == 100)
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{
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// The player's max vel is 15.25 for reference.
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pActor->vel.XY() += nVel.XY() * 0.1875 * cl_exdamagepush;
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getPlayer(GetPlayerFromActor(pActor))->bJumping = true;
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}
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else
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{
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pActor->vel.XY() += nVel.XY() * 0.125;
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}
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}
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}
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pActor->spr.cstat = nCStat;
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