BallSystem: use weapon aim direction for melee, apply damage before arming bomb #81

Merged
cammymoop merged 1 commit from feature/ball-melee-fixes into master 2026-03-05 14:54:19 -06:00
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Summary

  • Melee hit direction now uses (the actual aim direction) instead of the ball-to-player position difference; affects velocity redirect, bounce direction, and big-ball split fan angle
  • balls now take 1 HP damage on melee hit; bomb is only armed if the ball survives (a ball that dies from the hit is not armed)
  • Caches alongside ; cleared on player death

Test plan

  • gdlint passes
  • Headless run exits cleanly
  • Balls deflect in the weapon aim direction, not toward/away from player body
  • Standard ball at 1 HP dies on melee hit without detonating as a bomb
  • Standard ball at 2 HP takes damage and is armed after melee hit
## Summary - Melee hit direction now uses (the actual aim direction) instead of the ball-to-player position difference; affects velocity redirect, bounce direction, and big-ball split fan angle - balls now take 1 HP damage on melee hit; bomb is only armed if the ball survives (a ball that dies from the hit is not armed) - Caches alongside ; cleared on player death ## Test plan - [x] gdlint passes - [x] Headless run exits cleanly - [ ] Balls deflect in the weapon aim direction, not toward/away from player body - [ ] Standard ball at 1 HP dies on melee hit without detonating as a bomb - [ ] Standard ball at 2 HP takes damage and is armed after melee hit
- _apply_melee now uses weapon_pivot.global_rotation (actual aim dir)
  instead of the ball-to-player position difference
- can_bomb balls now take 1 HP damage on melee hit; only armed as a
  bomb if they survive (dead balls cannot be armed)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
cammymoop merged commit 74c1119076 into master 2026-03-05 14:54:19 -06:00
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cammymoop/semi-vibed-game!81
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