fix: ragdoll knockback is lowered across the board
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@@ -89,10 +89,9 @@ func _die(_hit_position: Vector3, source: Node, damage_amount: float) -> void:
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var impulse = Vector3.ZERO
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if pending_impulse.length_squared() > 0.01:
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# The player treats incoming impulses as direct velocity additions (v += impulse)
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# To make the dummy fly exactly like the player, we must use it as base linear velocity!
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linear_vel = pending_impulse
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impulse = pending_impulse * 0.5
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# Scale down the massive direct impulse values to reasonable ragdoll velocities
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linear_vel = pending_impulse * 0.25
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impulse = pending_impulse * 0.2
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pending_impulse = Vector3.ZERO
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else:
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var hit_dir = Vector3.BACK
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@@ -103,8 +102,8 @@ func _die(_hit_position: Vector3, source: Node, damage_amount: float) -> void:
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if cam:
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hit_dir = (_hit_position - cam.global_position).normalized()
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linear_vel = hit_dir * (damage_amount * 0.05)
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impulse = hit_dir * (damage_amount * 1.5)
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linear_vel = hit_dir * (damage_amount * 0.02)
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impulse = hit_dir * (damage_amount * 0.5)
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get_tree().create_timer(0.01).timeout.connect(func():
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if is_instance_valid(ragdoll_instance):
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@@ -194,7 +194,7 @@ func _shoot_hitscan() -> void:
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damage = lerpf(base_dmg, min_dmg, falloff_factor)
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if result.collider.has_method("apply_impulse"):
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result.collider.apply_impulse(pellet_dir * 8.0) # Apply strong physical force for ragdoll
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result.collider.apply_impulse(pellet_dir * 2.5) # Apply strong physical force for ragdoll
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if result.collider.has_method("take_damage"):
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result.collider.take_damage(damage, result.position, player)
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