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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