beyond-all-reason / beyond-all-reason/RecoilEngine

Some weapon types misuse `size` vs `collisionSize`

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Description

`size` is for visuals and `collisionSize` is for setting the physical radius.

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This one should use `drawRadius` (i.e. `size`) and not `radius` (i.e. `collisionSize`). There shouldn't be an arbitrary x1.3 multiplier either.
https://github.com/beyond-all-reason/spring/blob/ab88be7e235eba1417dbfa07e95277b480283c0b/rts/Sim/Projectiles/WeaponProjectiles/FireBallProjectile.cpp#L60

This one should not multiply by `size`, keep it to `collisionSize`.
https://github.com/beyond-all-reason/spring/blob/ab88be7e235eba1417dbfa07e95277b480283c0b/rts/Sim/Projectiles/WeaponProjectiles/FlameProjectile.cpp#L36

This one should not increase the physical radius, just the drawRadius, and not multiply by collisionSize again.
https://github.com/beyond-all-reason/spring/blob/ab88be7e235eba1417dbfa07e95277b480283c0b/rts/Sim/Projectiles/WeaponProjectiles/FlameProjectile.cpp#L66-L68

Contributor guide

Open the contributing guide

Research direction

Read the referenced lines in rts/Sim/Projectiles/WeaponProjectiles/FireBallProjectile.cpp and FlameProjectile.cpp, then inspect the surrounding projectile definitions to distinguish drawRadius from collisionSize. Done means the three identified weapon types use the appropriate radius field without the reported multipliers, with visual and physical behavior preserved.

Written by the indexing model from the issue text.

Assessment

Tech stack
cpp
Domain
game-dev
Issue type
Bug
Difficulty
2/5
Estimated time
1-3 hours
Activity status
Stale
Clarity
Clearly specified
Newbie friendliness
58/100

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