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>> No.5877147 [View]
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5877147

>>5877109
oh, and also keep in mind that doom explosions are square, and don't measure damage falloff based off true distance. in my shitty diagram here, damage falloff is just based off the longer of dx or dy - checking dz as well would've meant what, four more instructions?

looking at the code, there really is no reason that explosions couldn't have been Z-aware. the sight checks are already Z-aware, so it can't have been that. whatever the reason was, it wasn't performance.

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