diff --git a/code/games/survival/src/system_weapon.c b/code/games/survival/src/system_weapon.c index 810a34a..d1851ec 100644 --- a/code/games/survival/src/system_weapon.c +++ b/code/games/survival/src/system_weapon.c @@ -6,7 +6,7 @@ ZPL_DIAGNOSTIC_POP #define WEAPON_PROJECTILE_POS_OFFSET 200.0f #define WEAPON_PROJECTILE_SPEED 500.0f #define WEAPON_PROJECTILE_RANGE_LIFETIME 800.0f -#define WEAPON_HIT_FORCE_PUSH 40.0f +#define WEAPON_HIT_FORCE_PUSH 400.0f //TODO(DavoSK): move to helpers, add srand float get_rand_between(float min, float max) { @@ -129,19 +129,13 @@ void WeaponProjectileHit(ecs_iter_t* it) { continue; } - c2Manifold m = { 0 }; - c2AABBtoAABBManifold(box_a, box_b, &m); - float dd = zpl_sqrt(d2); - if (m.count > 0) { + if (c2AABBtoAABB(box_a, box_b)) { + float dd = zpl_sqrt(d2); mob_health[j].dmg += weapon[i].damage; - for (int k = 0; k < m.count; k++) { - float d = m.depths[k]; - - mob_velocity[j].x += (dx/dd)*d*WEAPON_HIT_FORCE_PUSH; - mob_velocity[j].y += (dy/dd)*d*WEAPON_HIT_FORCE_PUSH; - } + mob_velocity[j].x += (dx/dd)*WEAPON_HIT_FORCE_PUSH; + mob_velocity[j].y += (dy/dd)*WEAPON_HIT_FORCE_PUSH; } } }