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Better throw logic #6040
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Better throw logic #6040
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This may fix #5967, but that's a hard one to reproduce. |
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we'll test this while you're asleep and the server has 10 players
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I like throwing missing because dodging people's throws is a mechanic in itself imo vs being like a homing rocket like whenever the guy from hitman throws an item. |
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# About the pull request Unforseen consequences Will have to take a look at redoing it at some point though it made me doubt it is even necessary <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> # Explain why it's good for the game # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: del: Reverted back to old throw logic /:cl:
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Need to test it on the guinea pigs (production server)
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About the pull request
Throw will now attempt to reach the target rather than the a predefined path that could change if thrown towards an object
Tested on local but this affect a lot of stuff so needs to be tested
Explain why it's good for the game
When you try to throw something and the target slightly moves one nanosecond after you throw it sucks
Testing Photographs and Procedure
Screenshots & Videos
Put screenshots and videos here with an empty line between the screenshots and the
<details>
tags.Changelog
🆑
add: Throws will now attempt to reach their target rather than the turf they were on when thrown
/:cl: