Follow-up Comment #1, bug #7393 (project wormux):
Just for information. It's my todo for tonight ;)
First trick to try : stop the projectile when is drowning by adding
SignalDrowning into WeaponProjectile :
void WeaponProjectile::SignalDrowning()
{
StopMoving();
}
this avoid the strange feedback of the riot gun (also with the bazooka).
Second trick to try : changing the const int WATER_RESIST_FACTOR = 100; in
physical_obj.cpp into something like 40. If not, the projectile stay stuck
into water.
Maybe we should try to add something like changing gravity
(SetGravityFactor(0.1) in addition of SetAirResistFactor(WATER_RESIST_FACTOR
* GetAirResistFactor());.
After all, in water the gravity is changing :)
For information, this both seems to work for me, I'll do more testing later.
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