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fix barbed wire #11

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Auxority
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Implements the Quake III algorithm for the inverse square root and fixes barbed wire so it actually pushes mobs away from it.
You can play around with the settings if you don't like them.
Hope to see this added :)

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I will let the rest over to @Sefiraat i dont know anything about vectors

@J3fftw1 J3fftw1 requested a review from Sefiraat March 19, 2022 12:31
@TerslenK
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i dont also understand about vectors but it looks kinda good to me

@Fhoz
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Fhoz commented Mar 19, 2022

Implements the Quake III algorithm for the inverse square root and fixes barbed wire so it actually pushes mobs away from it. You can play around with the settings if you don't like them. Hope to see this added :)

Auxority forgot to add this: The push power of the barbed wire now decreases the further away the mobs are.

Also some extra explanation of what was wrong with it before; if you had multiple barbed wire, it sometimes occured that mobs got pulled to the barbed wire but also pushed away from it which was really buggy. The mobs also got launched to the south east if you had multiple barbed wire instead of where they were actually supposed to go according to physics

@Sefiraat
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Looks good, can you make both PUSH_POWER and MAX_RANGE ItemSetting with the current values as default?

@Auxority
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Auxority commented Apr 1, 2022

Yess, will do that!

@J3fftw1
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J3fftw1 commented Apr 11, 2022

@Auxority is this Pull Request Stale or are you still working on it.

@Auxority
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@Auxority is this Pull Request Stale or are you still working on it.

I realized this did not really fix it either, and I haven’t been able to fully fix it yet. You may close this PR for now.

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@Auxority is this Pull Request Stale or are you still working on it.

I realized this did not really fix it either, and I haven’t been able to fully fix it yet. You may close this PR for now.

Are you going to continue working on it? If so it can stay open until you're ready

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5 participants