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Add RADF_CIRCULARTHRUST and matching XF_/RTF_ flags #2653

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merged 1 commit into from
Sep 29, 2024

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MrRaveYard
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The original THRUSTZ variant ends up throwing enemies sky-high due to its strange math.

This adds something like: vel += bomb.Vec3To(target).Unit() * thrust; from one center towards other actor's center.

when RADF_CIRCULARTHRUST is active, RADF_THRUSTZ is ignored.

@Boondorl
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Boondorl commented Aug 4, 2024

The original math is completely borked and adds more thrust the further away from the explosion the target is. I've been meaning to fix it for a while but wasn't sure the best way to handle it. I also discovered whatever xy velocity the explosion adds is pointless because not only is it not in the original Doom engine games, but it adds ridiculously small values (xy explosion thrusting usually comes from damage kickback)

@madame-rachelle madame-rachelle merged commit a4c98d8 into ZDoom:master Sep 29, 2024
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3 participants