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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
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0000665 | Spring engine | General | public | 2007-10-28 20:22 | 2007-10-28 22:12 | ||||
Reporter | KDR_11k | ||||||||
Assigned To | Kloot | ||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||
Status | resolved | Resolution | fixed | ||||||
Product Version | |||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0000665: [SVN rev 4652] cegTag makes projectiles stand still | ||||||||
Description | When using cegTag on LaserCannons (haven't tested other weapons yet), the shot doesn't move. This is probably because the CEG spawning code uses speed.Normalize(). Replacing ceg.Explosion(pos, 0.0f, intensity, 0x0, 0.0f, 0x0, speed.Normalize()); with ceg.Explosion(pos, 0.0f, intensity, 0x0, 0.0f, 0x0, dir); fixes it. | ||||||||
Additional Information | Other weapons may have this issue too, I haven't tested them. A quick grep lists the following as containing the problematic line: EmgProjectile.cpp ExplosiveProjectile.cpp FireBallProjectile.cpp FlameProjectile.cpp TorpedoProjectile.cpp LaserCannon.cpp | ||||||||
Tags | No tags attached. | ||||||||
Checked infolog.txt for Errors | |||||||||
Attached Files |
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Kloot (developer) 2007-10-28 22:11 |
Already fixed, the Normalize() calls were indeed responsible. Thanks anyway for the report! |