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- Blood: fixed bad damage scaling in ConcussSprite
This uses the square of the distance, so the factor between Build's Q28.4 format and floats is not 16, but 16*16 = 256.
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parent
307276a276
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1 changed files with 2 additions and 3 deletions
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@ -2544,9 +2544,8 @@ void actInit(TArray<DBloodActor*>& actors)
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static void ConcussSprite(DBloodActor* source, DBloodActor* actor, const DVector3& pos, double damage)
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static void ConcussSprite(DBloodActor* source, DBloodActor* actor, const DVector3& pos, double damage)
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{
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{
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auto vect = actor->spr.pos - pos;
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auto vect = actor->spr.pos - pos;
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double dist2 = vect.LengthSquared() + 0x400;
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double dist2 = vect.LengthSquared() + 0x4000;
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damage *= 0x400 / dist2;
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damage *= 0x4000 / dist2;
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if (actor->spr.flags & kPhysMove)
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if (actor->spr.flags & kPhysMove)
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{
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{
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