nuke damage generalized (DamageModel=PerCell)
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@@ -27,19 +27,20 @@ namespace OpenRA.GameRules
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{
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public class WarheadInfo
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{
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public readonly int Spread = 1;
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public readonly float[] Verses = { 1, 1, 1, 1, 1 };
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public readonly bool Wall = false;
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public readonly bool Wood = false;
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public readonly bool Ore = false;
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public readonly int Explosion = 0;
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public readonly SmudgeType SmudgeType = SmudgeType.None;
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public readonly int[] SmudgeSize = { 0, 0 };
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public readonly int InfDeath = 0;
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public readonly string ImpactSound = null;
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public readonly string WaterImpactSound = null;
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public readonly int Damage = 0; // for new weapons infrastructure
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public readonly int Delay = 0; // delay in ticks before dealing the damage. 0=instant
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public readonly int Spread = 1; // distance (in pixels) from the explosion center at which damage is 1/2.
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public readonly float[] Verses = { 1, 1, 1, 1, 1 }; // damage vs each armortype
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public readonly bool Wall = false; // can this damage walls?
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public readonly bool Wood = false; // can this damage wood?
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public readonly bool Ore = false; // can this damage ore?
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public readonly int Explosion = 0; // explosion effect to use
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public readonly SmudgeType SmudgeType = SmudgeType.None; // type of smudge to apply
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public readonly int[] SmudgeSize = { 0, 0 }; // bounds of the smudge. first value is the outer radius; second value is the inner radius.
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public readonly int InfDeath = 0; // infantry death animation to use
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public readonly string ImpactSound = null; // sound to play on impact
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public readonly string WaterImpactSound = null; // sound to play on impact with water
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public readonly int Damage = 0; // how much (raw) damage to deal
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public readonly int Delay = 0; // delay in ticks before dealing the damage. 0=instant (old model)
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public readonly DamageModel DamageModel = DamageModel.Normal; //
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public float EffectivenessAgainst(ArmorType at) { return Verses[(int)at]; }
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}
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@@ -60,6 +61,12 @@ namespace OpenRA.GameRules
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Scorch = 2,
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}
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public enum DamageModel
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{
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Normal, // classic RA damage model: point actors, distance-based falloff
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PerCell, // like RA's "nuke damage"
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}
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public class ProjectileArgs
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{
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public WeaponInfo weapon;
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