[Fixed] Hitscan & throwback

Bugs that have been investigated and resolved somehow.

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Kate
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Post by Kate »

the only use I can think of for this is if the enemy performs an attack as it's death sequence but other then that i don't really think it has any uses.
Cyb
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Post by Cyb »

steve: you can't hit someone in the face with an ssg and have them fly towards you, they only go forward if they're >= 64 uints above whoever killed them. shooting a monster or whoever with something when they're right in front of you causes them to go backwards at the proper speed etc
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HotWax
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Post by HotWax »

Cyb wrote:steve: you can't hit someone in the face with an ssg and have them fly towards you, they only go forward if they're >= 64 uints above whoever killed them. shooting a monster or whoever with something when they're right in front of you causes them to go backwards at the proper speed etc
64 units is just above the player's head. You might have to look up 30 or 40 degrees to do it, but it's certainly possible. :P

Also, I fail to see what unsigned ints have to do with anything... ;)
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Nanami
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Post by Nanami »

Cyb wrote:aye, hehe it's fun to accidently mdk a barrel halfway across the map and have it flung towards you and take a good chunk of health :P
Heh, a fun game to play: Play Barrels of Fun with only mdk, no guns.
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randi
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Post by randi »

Cyb wrote:aye, hehe it's fun to accidently mdk a barrel halfway across the map and have it flung towards you and take a good chunk of health :P
While checking this out further, I discovered that this happens with mdk because the thrust calculation overflows and goes negative. So that particular bug is now fixed.

Is there really anything else here to be fixed when killing something through normal means? How low mass are you talking about?
Cyb
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Post by Cyb »

aw no more flying barrles of death? :(
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Xaser
 
 
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Post by Xaser »

Cyb wrote:aw no more flying barrles of death? :(
Oh randy, Please make this a compatibility option! The barrels of death were awesomely fun!
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randi
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Post by randi »

Well, I'll call this fixed.

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