fix(wounded-chain): amplifier 1.25 perquè la cadena agafi el contacte post-rebot
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@@ -22,6 +22,9 @@ namespace Defaults::Game {
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// (1.05F) per tolerar floating-point i petites separacions post-impuls.
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// (1.05F) per tolerar floating-point i petites separacions post-impuls.
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constexpr float COLLISION_SHIP_ENEMY_AMPLIFIER = 1.05F;
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constexpr float COLLISION_SHIP_ENEMY_AMPLIFIER = 1.05F;
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constexpr float COLLISION_BULLET_ENEMY_AMPLIFIER = 1.15F; // 115% hitbox (generous)
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constexpr float COLLISION_BULLET_ENEMY_AMPLIFIER = 1.15F; // 115% hitbox (generous)
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// Wounded chain: el rebot físic separa els cossos abans que arribi
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// la detecció gameplay; amplier generós perquè el toc compti.
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constexpr float COLLISION_WOUNDED_CHAIN_AMPLIFIER = 1.25F;
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// Friendly fire system
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// Friendly fire system
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constexpr bool FRIENDLY_FIRE_ENABLED = true; // Activar friendly fire
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constexpr bool FRIENDLY_FIRE_ENABLED = true; // Activar friendly fire
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@@ -177,7 +177,7 @@ namespace Systems::Collision {
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if (A_WOUNDED == B_WOUNDED) {
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if (A_WOUNDED == B_WOUNDED) {
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continue; // ambos sanos o ambos heridos: nada que propagar
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continue; // ambos sanos o ambos heridos: nada que propagar
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}
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}
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if (!Physics::checkCollision(a, b, 1.0F)) {
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if (!Physics::checkCollision(a, b, Defaults::Game::COLLISION_WOUNDED_CHAIN_AMPLIFIER)) {
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continue;
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continue;
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}
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}
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// El sano queda herido, propagando el shooter original.
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// El sano queda herido, propagando el shooter original.
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