Follow-up Comment #3, task #5925 (project wormux):
Since my latest updates in the physical engine, it seems to work at least a
little.
You must know that the physical engine itself applies a new speed to collided
object (cf PhysicalObj::Collide) based on the speeds and masses of the
colliding and collided objects.
So, is there a need for this in WeaponProjectile::SignalCollision ?
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