[Fixed] Kickback in P_DamageMobj
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- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49226
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Kickback in P_DamageMobj
This is something I noticed while I was experimenting with an instant-death punch weapon. To ensure a one-hit kill some rather high damage values are necessary. The problem is that the thrust being applied to the victim is proportional to the damage being inflicted. The problem is that the kickback calculation starts to behave erratically due to overflows. Some of them (those which result in negative thrust) are properly handled but I was able to throw the monster across huge distances several times. I think the maximum thrust being applied should also be clipped to a reasonable value.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49226
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Damage is always random so the result tends to become erratic with higher damage. As it is it's rather unpredictable.Risen wrote: Sweet! I want a gun that launches enemies across the level! Then I wouldn't have to use those discs of repulsion to push the monsters off the cliffs in Hexen...
Why? I finally found a pic that I like!Risen wrote: You have an avatar. How strange.
- Sticky
- Posts: 836
- Joined: Mon Aug 04, 2003 12:29 pm
- Location: Denver, CO How do they get teflon to stick to the pan?
It freaked me out, too, but I like it. Everyone (myself included) has been changing avatars so much lately, I've gotten used to just reading the name by default. It used to be I could see the avatar (or the lack thereof
) in the corner of my eye and know who's speaking... but when people switch it up all the time I have to take the 1/2 second to look at the name, then try to memorize the new avatar.
But it doesn't matter what I think, and it's not really much of an inconvenience anyway. I guess it's more like a quarter of a second..... 
I'm glad you've found something you like.



I'm glad you've found something you like.