Projectile physics hotfix from Demolitionist.
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14 changed files with 65 additions and 2 deletions
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@ -376,6 +376,16 @@ Class UNapalm : Actor
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yawvel = FRandom[FlameT](10,30)*RandomPick[FlameT](-1,1);
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if ( waterlevel <= 0 ) myfire = OnFire.Apply(self,target,int(120*scale.x),true,6);
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}
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override void FallAndSink( double grav, double oldfloorz )
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{
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if ( bNOGRAVITY || (waterlevel < 1) )
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{
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Super.FallAndSink(grav,oldfloorz);
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return;
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}
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vel *= .99;
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if ( pos.z > floorz ) vel.z += grav*.01; // floats in water
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}
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override void Tick()
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{
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Super.Tick();
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@ -387,7 +397,6 @@ Class UNapalm : Actor
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pitch += yawvel;
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if ( waterlevel > 0 )
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{
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vel.xy *= 0.98;
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rollvel *= 0.98;
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pitchvel *= 0.98;
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yawvel *= 0.98;
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