diff --git a/Content.Shared/Hands/Components/HandsComponent.cs b/Content.Shared/Hands/Components/HandsComponent.cs index 84a389a39c..01579cccdb 100644 --- a/Content.Shared/Hands/Components/HandsComponent.cs +++ b/Content.Shared/Hands/Components/HandsComponent.cs @@ -42,7 +42,7 @@ public sealed partial class HandsComponent : Component /// [DataField] [ViewVariables(VVAccess.ReadWrite)] - public float BaseThrowspeed { get; set; } = 10f; + public float BaseThrowspeed { get; set; } = 11f; /// /// Distance after which longer throw targets stop increasing throw impulse. diff --git a/Content.Shared/Throwing/ThrowingSystem.cs b/Content.Shared/Throwing/ThrowingSystem.cs index 56bbf4c2bf..549473278e 100644 --- a/Content.Shared/Throwing/ThrowingSystem.cs +++ b/Content.Shared/Throwing/ThrowingSystem.cs @@ -26,11 +26,6 @@ public sealed class ThrowingSystem : EntitySystem public const float PushbackDefault = 2f; - /// - /// The minimum amount of time an entity needs to be thrown before the timer can be run. - /// Anything below this threshold never enters the air. - /// - public const float MinFlyTime = 0.15f; public const float FlyTimePercentage = 0.8f; private float _frictionModifier; @@ -168,9 +163,6 @@ public sealed class ThrowingSystem : EntitySystem var flyTime = direction.Length() / baseThrowSpeed; if (compensateFriction) flyTime *= FlyTimePercentage; - - if (flyTime < MinFlyTime) - flyTime = 0f; comp.ThrownTime = _gameTiming.CurTime; comp.LandTime = comp.ThrownTime + TimeSpan.FromSeconds(flyTime); comp.PlayLandSound = playSound;