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air drag sim is tuned so it's 'playable' than being physically accurate
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@@ -564,7 +564,7 @@ open class ActorWithBody : Actor {
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/**
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/**
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* Area
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* Area
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*/
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*/
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val A: Double = (scale * baseHitboxW / METER) * (scale * baseHitboxW / METER)
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val A: Double = (scale.sqrt() * baseHitboxW / METER).sqr() // this is not physically accurate but it's needed to make large playable characters more controllable
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/**
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/**
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* Drag of atmosphere
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* Drag of atmosphere
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* D = Cd (drag coefficient) * 0.5 * rho (density) * V^2 (velocity sqr) * A (area)
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* D = Cd (drag coefficient) * 0.5 * rho (density) * V^2 (velocity sqr) * A (area)
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