fix server collision radius mismatch

This commit is contained in:
vottozi committed 2026-03-04 03:37:58 +06:00
1 parent 2f50dc1522
commit ef7617701e
1 file changed
+1 -3
+1 -3
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@@ -526,9 +526,7 @@ void update_world(net::steady_timer& timer, net::io_context& ioc) {
if (!session->fetchStateAtTime(now, targetState)) continue; if (!session->fetchStateAtTime(now, targetState)) continue;
Eigen::Vector3f diff = pr.pos - targetState.position; Eigen::Vector3f diff = pr.pos - targetState.position;
const float shipRadius = 15.0f; float combinedRadius = shipCollisionRadius + projectileHitRadius;
const float projectileRadius = 1.5f;
float combinedRadius = shipRadius + projectileRadius;
if (diff.squaredNorm() <= combinedRadius * combinedRadius) { if (diff.squaredNorm() <= combinedRadius * combinedRadius) {
DeathInfo death; DeathInfo death;