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Fall damage inconsistency #322

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doublah opened this issue Sep 11, 2016 · 1 comment
Open

Fall damage inconsistency #322

doublah opened this issue Sep 11, 2016 · 1 comment
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@doublah
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doublah commented Sep 11, 2016

Currently, fall damage appears to randomly differ between 2 different values from a set height with the same health/armour beforehand. This presumably is worse when at higher distances.

I tested this on ff_ksour with the following command:
bind e "impulse 101;setpos -316.288422 1729.641235 1048.072266;setang 40.512035 -178.799026 0.000000;+forward"

Can also provide a demo if required, but it seems easily reproducable.

@squeek502
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My guess would be it's caused by variance in 'when' you collide with the ground. The collision detection could potentially occur X frames later, which then means you'd be going faster when you collide than if you had been detected as colliding X frames earlier.

Not sure what to do about that. There doesn't seem to be anything innately random in the fall damage calculation code.

@squeek502 squeek502 added the bug label Sep 11, 2016
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