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Merge pull request #11 from InvalidArgument3/totalimpulsedeath
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turn the funny force into an abstract concept
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InvalidArgument3 authored May 8, 2024
2 parents af3049b + 73c146f commit 5bb44b9
Showing 1 changed file with 1 addition and 1 deletion.
2 changes: 1 addition & 1 deletion Data/Scripts/CoreSystems/Session/SessionDamageMgr.cs
Original file line number Diff line number Diff line change
Expand Up @@ -769,7 +769,7 @@ private void DamageGrid(HitEntity hitEnt, ProInfo t)
{
appliedImpulse = true;
var speed = !t.AmmoDef.Const.IsBeamWeapon && t.AmmoDef.Const.DesiredProjectileSpeed * t.Weapon.VelocityMult > 0 ? t.AmmoDef.Const.DesiredProjectileSpeed * t.Weapon.VelocityMult : 1;
ApplyProjectileForce(grid, grid.GridIntegerToWorld(rootBlock.Position), hitEnt.Intersection.Direction, (hitMass * speed));
//ApplyProjectileForce(grid, grid.GridIntegerToWorld(rootBlock.Position), hitEnt.Intersection.Direction, (hitMass * speed)); //nothin personnel kid
}

if (!deadBlock || gridBlockCount < 2500)
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