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fix: Gonome should use ApplyImpuseVelocity to apply force to hit targets - #376
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1upD merged 3 commits intoNov 9, 2026
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DO NOT MERGE! Pending some more testing |
1upD
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Oct 20, 2026
1upD
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October 20, 2026 05:17
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Should be ready to merge now! |
Blixibon
reviewed
Oct 23, 2026
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| pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + (right * 200) ); | ||
| pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + (up * 100) ); | ||
| pHurt->ApplyAbsVelocityImpulse(100 * (up - 2 * forward)); |
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Why have was right changed to forward? Also, could right now trigger an unused variable warning, since it isn't passed into AngleVectors above?
Author
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You're right, right should be removed.
This was really confusing to me but if you turn on buddha or godmode and let the Gonome hit you with it's secondary melee attack, it actually pushes you to your right. I tested this out ingame with the current code. I believe this has always been a mistake because it doesn't really line up with the animation or make sense for the target to be pushed like that.
Blixibon
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Nov 9, 2026
1upD
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Nov 9, 2026
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One of the most persistent and frustrating bugs we have observed in EZ2 is that sometimes Wilson will fling the player upon contact.
After some testing on Sunday, Blixibon was able to demonstrate that this condition happens when gonomes hit Wilson. This happens because they apply velocity to their target using oldschool physics. I believe that calling ApplyImpulseVelocity instead of SetAbsVelocity will correctly apply physics without breaking the physics system.
I cannot guarantee this is the only case that caused Wilson to become energized. This needs further testing.
Does this PR close any issues?
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