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added hammerhit simplification by fisted. Closes #443
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@ -298,13 +298,11 @@ void CCharacter::FireWeapon()
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{
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CCharacter *pTarget = apEnts[i];
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//for race mod or any other mod, which needs hammer hits through the wall remove second condition
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if ((pTarget == this) || GameServer()->Collision()->IntersectLine(ProjStartPos, pTarget->m_Pos, NULL, NULL))
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continue;
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// set his velocity to fast upward (for now)
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GameServer()->CreateHammerHit(m_Pos);
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pTarget->TakeDamage(vec2(0.f, -1.f), g_pData->m_Weapons.m_Hammer.m_pBase->m_Damage, m_pPlayer->GetCID(), m_ActiveWeapon);
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vec2 Dir;
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if (length(pTarget->m_Pos - m_Pos) > 0.0f)
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@ -312,7 +310,8 @@ void CCharacter::FireWeapon()
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else
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Dir = vec2(0.f, -1.f);
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pTarget->m_Core.m_Vel += normalize(Dir + vec2(0.f, -1.1f)) * 10.0f;
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pTarget->TakeDamage(vec2(0.f, -1.f) + normalize(Dir + vec2(0.f, -1.1f)) * 10.0f, g_pData->m_Weapons.m_Hammer.m_pBase->m_Damage,
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m_pPlayer->GetCID(), m_ActiveWeapon);
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Hits++;
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}
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