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survivors: fixing piercings of projectiles
trying to work against too fast projectiles by using a different direction to base the angle from (they quickly changed direction, I guess because they overshot the target)
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@@ -155,7 +155,7 @@ export class HomingProjectile extends Projectile {
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if (closestTargetTo !== undefined && closestTargetTo[1] !== undefined) {
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if (closestTargetTo !== undefined && closestTargetTo[1] !== undefined) {
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let newTargetPosition = closestTargetTo[1]!.getPosition();
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let newTargetPosition = closestTargetTo[1]!.getPosition();
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let newDir = Vector.createVector(newTargetPosition, this.position)
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let newDir = Vector.createVector(newTargetPosition, this.position)
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let newDirAngle = newDir.angleTo(oldTargetDirection);
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let newDirAngle = newDir.angleTo(olderMovedDirection);
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if(Math.abs(newDirAngle) <= toRad(30)) {
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if(Math.abs(newDirAngle) <= toRad(30)) {
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this.target = closestTargetTo[1]!;
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this.target = closestTargetTo[1]!;
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} else {
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} else {
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@@ -215,7 +215,7 @@ export class ProjectileStatus {
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}
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}
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hasPiercingLeft(): boolean {
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hasPiercingLeft(): boolean {
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return this.piercingsLeft >= 0;
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return this.piercingsLeft > 0;
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}
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}
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