// make particle count and sound volume depend on impact speed
float intensity;
intensity = vlen(self.velocity) + vlen(other.velocity);
- if(intensity) // check this first to avoid divisions by 0
+ if(intensity) // avoid divisions by 0
intensity /= 2; // average the two velocities
if not(intensity >= autocvar_g_sandbox_object_material_velocity_min)
return; // impact not strong enough to do anything
// now offset intensity and apply it to the effects
+ intensity -= autocvar_g_sandbox_object_material_velocity_min; // start from minimum velocity, not actual velocity
intensity = bound(0, intensity * autocvar_g_sandbox_object_material_velocity_factor, 1);
switch(self.material)