ref: 5fcf2feec81e753d0188bb10da9db0a5ee061957
parent: d7204cad0f01c1c0c4886cd0b7ac55ce459fa36d
author: Dominic Szablewski <[email protected]>
date: Tue Aug 15 13:51:57 EDT 2023
Fix check for projectiles - acceleration in either horizontal axis is sufficient
--- a/src/wipeout/weapon.c
+++ b/src/wipeout/weapon.c
@@ -168,7 +168,7 @@
(weapon->update_func)(weapon);
// Handle projectiles
- if (weapon->acceleration.x != 0 && weapon->acceleration.z != 0) {
+ if (weapon->acceleration.x != 0 || weapon->acceleration.z != 0) {
weapon->velocity = vec3_add(weapon->velocity, vec3_mulf(weapon->acceleration, 30 * system_tick()));
weapon->velocity = vec3_sub(weapon->velocity, vec3_mulf(weapon->velocity, weapon->drag * 30 * system_tick()));
weapon->position = vec3_add(weapon->position, vec3_mulf(weapon->velocity, 30 * system_tick()));