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@ -355,6 +355,7 @@ INTERNAL PHYS_COLLISION_CALLBACK_FUNC_DEF(on_collision, array)
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if (bullet->bullet_has_hit || entity_handle_eq(src->top, target->top)) {
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/* Ignore collision if bullet already spent or if weapon and
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* target share same top level parent */
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/* NOTE: Since bullet is most likely just a sensor skip_solve is probably already true */
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constraint->skip_solve = true;
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} else {
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struct v2 point = data->point;
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@ -814,7 +815,8 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
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bullet->bullet_src_pos = rel_pos;
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bullet->bullet_src_dir = rel_dir;
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//bullet->bullet_impulse = 0.1f;
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bullet->bullet_impulse = 0.25f;
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//bullet->bullet_impulse = 0.25f;
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bullet->bullet_impulse = 1.0f;
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//bullet->bullet_impulse = 5.f;
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bullet->mass_unscaled = 0.04f;
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bullet->inertia_unscaled = 0.00001f;
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@ -1082,8 +1084,6 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
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struct v2 start = ent->tracer_start;
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struct v2 tail = ent->tracer_tail;
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struct v2 end = entity_get_xform(ent).og;
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}
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#endif
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