Refactor handling of hit radii in projectiles.

penev discovered that the RulesetLoaded functions of projectiles were
never being called, meaning that their blocking calculations were not
properly accounting for actors with large hitboxes.

The best fix for this is to change FindActorsOnLine to always account
for the largest actor's hit radius, rather than forcing callers to pass
the largest radius. Per the comment in Util.cs, as a result, move this
computation to ActorMap. I decided to simplify by not making a separate
calculation for actors that block projectiles only; this may cause a
small performance degradation as the search space is a bit larger.

Similarly to this, I've removed the ability to specify a search radius
manually. Because this is only a search radius, setting a value smaller
than the largest eligible actor makes no sense; that would lead to
completely inconsistent blocking. Setting a larger value, on the other
hand, would make no difference.

CreateEffectWarhead was the only place in core code any of these search
radii were set, and that's because 0 was a mysterious magic value that
made the warhead incapable of hitting actors. I replaced it with a
boolean flag that more clearly indicates the actual behaviour.

Fixes #14151.
This commit is contained in:
Alexis Hunt
2018-01-17 20:50:26 -05:00
committed by reaperrr
parent c4b0ad45e3
commit 08ad7d7f4e
31 changed files with 106 additions and 180 deletions

View File

@@ -229,6 +229,8 @@ namespace OpenRA.Traits
void RemovePosition(Actor a, IOccupySpace ios); void RemovePosition(Actor a, IOccupySpace ios);
void UpdatePosition(Actor a, IOccupySpace ios); void UpdatePosition(Actor a, IOccupySpace ios);
IEnumerable<Actor> ActorsInBox(WPos a, WPos b); IEnumerable<Actor> ActorsInBox(WPos a, WPos b);
WDist LargestActorRadius { get; }
} }
public interface IRenderModifier public interface IRenderModifier

View File

@@ -22,7 +22,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Projectiles namespace OpenRA.Mods.Common.Projectiles
{ {
public class AreaBeamInfo : IProjectileInfo, IRulesetLoaded<WeaponInfo> public class AreaBeamInfo : IProjectileInfo
{ {
[Desc("Projectile speed in WDist / tick, two values indicate a randomly picked velocity per beam.")] [Desc("Projectile speed in WDist / tick, two values indicate a randomly picked velocity per beam.")]
public readonly WDist[] Speed = { new WDist(128) }; public readonly WDist[] Speed = { new WDist(128) };
@@ -69,28 +69,11 @@ namespace OpenRA.Mods.Common.Projectiles
[Desc("Beam color is the player's color.")] [Desc("Beam color is the player's color.")]
public readonly bool UsePlayerColor = false; public readonly bool UsePlayerColor = false;
[Desc("Scan radius for actors with projectile-blocking trait. If set to a negative value (default), it will automatically scale",
"to the blocker with the largest health shape. Only set custom values if you know what you're doing.")]
public WDist BlockerScanRadius = new WDist(-1);
[Desc("Scan radius for actors damaged by beam. If set to a negative value (default), it will automatically scale to the largest health shape.",
"Only set custom values if you know what you're doing.")]
public WDist AreaVictimScanRadius = new WDist(-1);
public IProjectile Create(ProjectileArgs args) public IProjectile Create(ProjectileArgs args)
{ {
var c = UsePlayerColor ? args.SourceActor.Owner.Color.RGB : Color; var c = UsePlayerColor ? args.SourceActor.Owner.Color.RGB : Color;
return new AreaBeam(this, args, c); return new AreaBeam(this, args, c);
} }
void IRulesetLoaded<WeaponInfo>.RulesetLoaded(Ruleset rules, WeaponInfo wi)
{
if (BlockerScanRadius < WDist.Zero)
BlockerScanRadius = Util.MinimumRequiredBlockerScanRadius(rules);
if (AreaVictimScanRadius < WDist.Zero)
AreaVictimScanRadius = Util.MinimumRequiredVictimScanRadius(rules);
}
} }
public class AreaBeam : IProjectile, ISync public class AreaBeam : IProjectile, ISync
@@ -225,7 +208,7 @@ namespace OpenRA.Mods.Common.Projectiles
// Check for blocking actors // Check for blocking actors
WPos blockedPos; WPos blockedPos;
if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, tailPos, headPos, if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, tailPos, headPos,
info.Width, info.BlockerScanRadius, out blockedPos)) info.Width, out blockedPos))
{ {
headPos = blockedPos; headPos = blockedPos;
target = headPos; target = headPos;
@@ -235,7 +218,7 @@ namespace OpenRA.Mods.Common.Projectiles
// Damage is applied to intersected actors every DamageInterval ticks // Damage is applied to intersected actors every DamageInterval ticks
if (headTicks % info.DamageInterval == 0) if (headTicks % info.DamageInterval == 0)
{ {
var actors = world.FindActorsOnLine(tailPos, headPos, info.Width, info.AreaVictimScanRadius); var actors = world.FindActorsOnLine(tailPos, headPos, info.Width);
foreach (var a in actors) foreach (var a in actors)
{ {
var adjustedModifiers = args.DamageModifiers.Append(GetFalloff((args.Source - a.CenterPosition).Length)); var adjustedModifiers = args.DamageModifiers.Append(GetFalloff((args.Source - a.CenterPosition).Length));

View File

@@ -23,7 +23,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Projectiles namespace OpenRA.Mods.Common.Projectiles
{ {
public class BulletInfo : IProjectileInfo, IRulesetLoaded<WeaponInfo> public class BulletInfo : IProjectileInfo
{ {
[Desc("Projectile speed in WDist / tick, two values indicate variable velocity.")] [Desc("Projectile speed in WDist / tick, two values indicate variable velocity.")]
public readonly WDist[] Speed = { new WDist(17) }; public readonly WDist[] Speed = { new WDist(17) };
@@ -96,24 +96,7 @@ namespace OpenRA.Mods.Common.Projectiles
public readonly int ContrailDelay = 1; public readonly int ContrailDelay = 1;
public readonly WDist ContrailWidth = new WDist(64); public readonly WDist ContrailWidth = new WDist(64);
[Desc("Scan radius for actors with projectile-blocking trait. If set to a negative value (default), it will automatically scale",
"to the blocker with the largest health shape. Only set custom values if you know what you're doing.")]
public WDist BlockerScanRadius = new WDist(-1);
[Desc("Extra search radius beyond path for actors with ValidBounceBlockerStances. If set to a negative value (default), ",
"it will automatically scale to the largest health shape. Only set custom values if you know what you're doing.")]
public WDist BounceBlockerScanRadius = new WDist(-1);
public IProjectile Create(ProjectileArgs args) { return new Bullet(this, args); } public IProjectile Create(ProjectileArgs args) { return new Bullet(this, args); }
void IRulesetLoaded<WeaponInfo>.RulesetLoaded(Ruleset rules, WeaponInfo wi)
{
if (BlockerScanRadius < WDist.Zero)
BlockerScanRadius = Util.MinimumRequiredBlockerScanRadius(rules);
if (BounceBlockerScanRadius < WDist.Zero)
BounceBlockerScanRadius = Util.MinimumRequiredVictimScanRadius(rules);
}
} }
public class Bullet : IProjectile, ISync public class Bullet : IProjectile, ISync
@@ -214,7 +197,7 @@ namespace OpenRA.Mods.Common.Projectiles
var shouldExplode = false; var shouldExplode = false;
WPos blockedPos; WPos blockedPos;
if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, lastPos, pos, info.Width, if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, lastPos, pos, info.Width,
info.BlockerScanRadius, out blockedPos)) out blockedPos))
{ {
pos = blockedPos; pos = blockedPos;
shouldExplode = true; shouldExplode = true;
@@ -237,7 +220,7 @@ namespace OpenRA.Mods.Common.Projectiles
if (flightLengthReached && shouldBounce) if (flightLengthReached && shouldBounce)
{ {
shouldExplode |= AnyValidTargetsInRadius(world, pos, info.Width + info.BounceBlockerScanRadius, args.SourceActor, true); shouldExplode |= AnyValidTargetsInRadius(world, pos, info.Width, args.SourceActor, true);
target += (pos - source) * info.BounceRangeModifier / 100; target += (pos - source) * info.BounceRangeModifier / 100;
var dat = world.Map.DistanceAboveTerrain(target); var dat = world.Map.DistanceAboveTerrain(target);
target += new WVec(0, 0, -dat.Length); target += new WVec(0, 0, -dat.Length);
@@ -255,7 +238,7 @@ namespace OpenRA.Mods.Common.Projectiles
// After first bounce, check for targets each tick // After first bounce, check for targets each tick
if (remainingBounces < info.BounceCount) if (remainingBounces < info.BounceCount)
shouldExplode |= AnyValidTargetsInRadius(world, pos, info.Width + info.BounceBlockerScanRadius, args.SourceActor, true); shouldExplode |= AnyValidTargetsInRadius(world, pos, info.Width, args.SourceActor, true);
if (shouldExplode) if (shouldExplode)
Explode(world); Explode(world);
@@ -298,7 +281,7 @@ namespace OpenRA.Mods.Common.Projectiles
bool AnyValidTargetsInRadius(World world, WPos pos, WDist radius, Actor firedBy, bool checkTargetType) bool AnyValidTargetsInRadius(World world, WPos pos, WDist radius, Actor firedBy, bool checkTargetType)
{ {
foreach (var victim in world.FindActorsInCircle(pos, radius)) foreach (var victim in world.FindActorsOnCircle(pos, radius))
{ {
if (checkTargetType && !Target.FromActor(victim).IsValidFor(firedBy)) if (checkTargetType && !Target.FromActor(victim).IsValidFor(firedBy))
continue; continue;

View File

@@ -19,7 +19,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Projectiles namespace OpenRA.Mods.Common.Projectiles
{ {
[Desc("Simple, invisible, usually direct-on-target projectile.")] [Desc("Simple, invisible, usually direct-on-target projectile.")]
public class InstantHitInfo : IProjectileInfo, IRulesetLoaded<WeaponInfo> public class InstantHitInfo : IProjectileInfo
{ {
[Desc("Maximum offset at the maximum range.")] [Desc("Maximum offset at the maximum range.")]
public readonly WDist Inaccuracy = WDist.Zero; public readonly WDist Inaccuracy = WDist.Zero;
@@ -35,12 +35,6 @@ namespace OpenRA.Mods.Common.Projectiles
public WDist BlockerScanRadius = new WDist(-1); public WDist BlockerScanRadius = new WDist(-1);
public IProjectile Create(ProjectileArgs args) { return new InstantHit(this, args); } public IProjectile Create(ProjectileArgs args) { return new InstantHit(this, args); }
void IRulesetLoaded<WeaponInfo>.RulesetLoaded(Ruleset rules, WeaponInfo wi)
{
if (BlockerScanRadius < WDist.Zero)
BlockerScanRadius = Util.MinimumRequiredBlockerScanRadius(rules);
}
} }
public class InstantHit : IProjectile public class InstantHit : IProjectile
@@ -74,7 +68,7 @@ namespace OpenRA.Mods.Common.Projectiles
// Check for blocking actors // Check for blocking actors
WPos blockedPos; WPos blockedPos;
if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, source, target.CenterPosition, if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, source, target.CenterPosition,
info.Width, info.BlockerScanRadius, out blockedPos)) info.Width, out blockedPos))
{ {
target = Target.FromPos(blockedPos); target = Target.FromPos(blockedPos);
} }

View File

@@ -22,7 +22,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Projectiles namespace OpenRA.Mods.Common.Projectiles
{ {
[Desc("Not a sprite, but an engine effect.")] [Desc("Not a sprite, but an engine effect.")]
public class LaserZapInfo : IProjectileInfo, IRulesetLoaded<WeaponInfo> public class LaserZapInfo : IProjectileInfo
{ {
[Desc("The width of the zap.")] [Desc("The width of the zap.")]
public readonly WDist Width = new WDist(86); public readonly WDist Width = new WDist(86);
@@ -74,21 +74,11 @@ namespace OpenRA.Mods.Common.Projectiles
[PaletteReference] public readonly string HitAnimPalette = "effect"; [PaletteReference] public readonly string HitAnimPalette = "effect";
[Desc("Scan radius for actors with projectile-blocking trait. If set to a negative value (default), it will automatically scale",
"to the blocker with the largest health shape. Only set custom values if you know what you're doing.")]
public WDist BlockerScanRadius = new WDist(-1);
public IProjectile Create(ProjectileArgs args) public IProjectile Create(ProjectileArgs args)
{ {
var c = UsePlayerColor ? args.SourceActor.Owner.Color.RGB : Color; var c = UsePlayerColor ? args.SourceActor.Owner.Color.RGB : Color;
return new LaserZap(this, args, c); return new LaserZap(this, args, c);
} }
void IRulesetLoaded<WeaponInfo>.RulesetLoaded(Ruleset rules, WeaponInfo wi)
{
if (BlockerScanRadius < WDist.Zero)
BlockerScanRadius = Util.MinimumRequiredBlockerScanRadius(rules);
}
} }
public class LaserZap : IProjectile, ISync public class LaserZap : IProjectile, ISync
@@ -133,7 +123,7 @@ namespace OpenRA.Mods.Common.Projectiles
// Check for blocking actors // Check for blocking actors
WPos blockedPos; WPos blockedPos;
if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, source, target, if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, source, target,
info.Width, info.BlockerScanRadius, out blockedPos)) info.Width, out blockedPos))
{ {
target = blockedPos; target = blockedPos;
} }

View File

@@ -23,7 +23,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Projectiles namespace OpenRA.Mods.Common.Projectiles
{ {
public class MissileInfo : IProjectileInfo, IRulesetLoaded<WeaponInfo> public class MissileInfo : IProjectileInfo
{ {
[Desc("Name of the image containing the projectile sequence.")] [Desc("Name of the image containing the projectile sequence.")]
public readonly string Image = null; public readonly string Image = null;
@@ -148,17 +148,7 @@ namespace OpenRA.Mods.Common.Projectiles
"not trigger fast enough, causing the missile to fly past the target.")] "not trigger fast enough, causing the missile to fly past the target.")]
public readonly WDist CloseEnough = new WDist(298); public readonly WDist CloseEnough = new WDist(298);
[Desc("Scan radius for actors with projectile-blocking trait. If set to a negative value (default), it will automatically scale",
"to the blocker with the largest health shape. Only set custom values if you know what you're doing.")]
public WDist BlockerScanRadius = new WDist(-1);
public IProjectile Create(ProjectileArgs args) { return new Missile(this, args); } public IProjectile Create(ProjectileArgs args) { return new Missile(this, args); }
void IRulesetLoaded<WeaponInfo>.RulesetLoaded(Ruleset rules, WeaponInfo wi)
{
if (BlockerScanRadius < WDist.Zero)
BlockerScanRadius = Util.MinimumRequiredBlockerScanRadius(rules);
}
} }
// TODO: double check square roots!!! // TODO: double check square roots!!!
@@ -453,7 +443,7 @@ namespace OpenRA.Mods.Common.Projectiles
} }
// NOTE: It might be desirable to make lookahead more intelligent by outputting more information // NOTE: It might be desirable to make lookahead more intelligent by outputting more information
// than just the highest point in the lookahead distance // than just the highest point in the lookahead distance
void InclineLookahead(World world, int distCheck, out int predClfHgt, out int predClfDist, out int lastHtChg, out int lastHt) void InclineLookahead(World world, int distCheck, out int predClfHgt, out int predClfDist, out int lastHtChg, out int lastHt)
{ {
predClfHgt = 0; // Highest probed terrain height predClfHgt = 0; // Highest probed terrain height
@@ -849,7 +839,7 @@ namespace OpenRA.Mods.Common.Projectiles
var shouldExplode = false; var shouldExplode = false;
WPos blockedPos; WPos blockedPos;
if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, lastPos, pos, info.Width, if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, lastPos, pos, info.Width,
info.BlockerScanRadius, out blockedPos)) out blockedPos))
{ {
pos = blockedPos; pos = blockedPos;
shouldExplode = true; shouldExplode = true;

View File

@@ -90,29 +90,12 @@ namespace OpenRA.Mods.Common.Projectiles
[PaletteReference] [PaletteReference]
public readonly string HitAnimPalette = "effect"; public readonly string HitAnimPalette = "effect";
[Desc("Scan radius for actors damaged by beam. If set to zero (default), it will automatically scale to the largest health shape.",
"Only set custom values if you know what you're doing.")]
public WDist AreaVictimScanRadius = WDist.Zero;
[Desc("Scan radius for actors with projectile-blocking trait. If set to zero (default), it will automatically scale",
"to the blocker with the largest health shape. Only set custom values if you know what you're doing.")]
public WDist BlockerScanRadius = WDist.Zero;
public IProjectile Create(ProjectileArgs args) public IProjectile Create(ProjectileArgs args)
{ {
var bc = BeamPlayerColor ? Color.FromArgb(BeamColor.A, args.SourceActor.Owner.Color.RGB) : BeamColor; var bc = BeamPlayerColor ? Color.FromArgb(BeamColor.A, args.SourceActor.Owner.Color.RGB) : BeamColor;
var hc = HelixPlayerColor ? Color.FromArgb(HelixColor.A, args.SourceActor.Owner.Color.RGB) : HelixColor; var hc = HelixPlayerColor ? Color.FromArgb(HelixColor.A, args.SourceActor.Owner.Color.RGB) : HelixColor;
return new Railgun(args, this, bc, hc); return new Railgun(args, this, bc, hc);
} }
public void RulesetLoaded(Ruleset rules, WeaponInfo wi)
{
if (BlockerScanRadius == WDist.Zero)
BlockerScanRadius = Util.MinimumRequiredBlockerScanRadius(rules);
if (AreaVictimScanRadius == WDist.Zero)
AreaVictimScanRadius = Util.MinimumRequiredVictimScanRadius(rules);
}
} }
public class Railgun : IProjectile public class Railgun : IProjectile
@@ -156,7 +139,7 @@ namespace OpenRA.Mods.Common.Projectiles
// Check for blocking actors // Check for blocking actors
WPos blockedPos; WPos blockedPos;
if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(args.SourceActor.World, target, args.Source, if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(args.SourceActor.World, target, args.Source,
info.BeamWidth, info.BlockerScanRadius, out blockedPos)) info.BeamWidth, out blockedPos))
target = blockedPos; target = blockedPos;
// Note: WAngle.Sin(x) = 1024 * Math.Sin(2pi/1024 * x) // Note: WAngle.Sin(x) = 1024 * Math.Sin(2pi/1024 * x)
@@ -205,7 +188,7 @@ namespace OpenRA.Mods.Common.Projectiles
args.Weapon.Impact(Target.FromPos(target), args.SourceActor, args.DamageModifiers); args.Weapon.Impact(Target.FromPos(target), args.SourceActor, args.DamageModifiers);
else else
{ {
var actors = world.FindActorsOnLine(args.Source, target, info.BeamWidth, info.AreaVictimScanRadius); var actors = world.FindActorsOnLine(args.Source, target, info.BeamWidth);
foreach (var a in actors) foreach (var a in actors)
args.Weapon.Impact(Target.FromActor(a), args.SourceActor, args.DamageModifiers); args.Weapon.Impact(Target.FromActor(a), args.SourceActor, args.DamageModifiers);
} }

View File

@@ -39,9 +39,9 @@ namespace OpenRA.Mods.Common.Traits
.Any(Exts.IsTraitEnabled)); .Any(Exts.IsTraitEnabled));
} }
public static bool AnyBlockingActorsBetween(World world, WPos start, WPos end, WDist width, WDist overscan, out WPos hit) public static bool AnyBlockingActorsBetween(World world, WPos start, WPos end, WDist width, out WPos hit)
{ {
var actors = world.FindActorsOnLine(start, end, width, overscan); var actors = world.FindActorsOnLine(start, end, width);
var length = (end - start).Length; var length = (end - start).Length;
foreach (var a in actors) foreach (var a in actors)

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@@ -177,6 +177,8 @@ namespace OpenRA.Mods.Common.Traits
readonly HashSet<Actor> removeActorPosition = new HashSet<Actor>(); readonly HashSet<Actor> removeActorPosition = new HashSet<Actor>();
readonly Predicate<Actor> actorShouldBeRemoved; readonly Predicate<Actor> actorShouldBeRemoved;
public WDist LargestActorRadius { get; private set; }
public ActorMap(World world, ActorMapInfo info) public ActorMap(World world, ActorMapInfo info)
{ {
this.info = info; this.info = info;
@@ -192,6 +194,8 @@ namespace OpenRA.Mods.Common.Traits
// PERF: Cache this delegate so it does not have to be allocated repeatedly. // PERF: Cache this delegate so it does not have to be allocated repeatedly.
actorShouldBeRemoved = removeActorPosition.Contains; actorShouldBeRemoved = removeActorPosition.Contains;
LargestActorRadius = map.Rules.Actors.SelectMany(a => a.Value.TraitInfos<HitShapeInfo>()).Max(h => h.Type.OuterRadius);
} }
void INotifyCreated.Created(Actor self) void INotifyCreated.Created(Actor self)

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@@ -188,19 +188,6 @@ namespace OpenRA.Mods.Common
return world.SharedRandom.Next(range[0], range[1]); return world.SharedRandom.Next(range[0], range[1]);
} }
// TODO: Investigate caching this or moving it to ActorMapInfo
public static WDist MinimumRequiredVictimScanRadius(Ruleset rules)
{
return rules.Actors.SelectMany(a => a.Value.TraitInfos<HitShapeInfo>()).Max(h => h.Type.OuterRadius);
}
// TODO: Investigate caching this or moving it to ActorMapInfo
public static WDist MinimumRequiredBlockerScanRadius(Ruleset rules)
{
return rules.Actors.Where(a => a.Value.HasTraitInfo<IBlocksProjectilesInfo>())
.SelectMany(a => a.Value.TraitInfos<HitShapeInfo>()).Max(h => h.Type.OuterRadius);
}
public static string FriendlyTypeName(Type t) public static string FriendlyTypeName(Type t)
{ {
if (t.IsGenericType && t.GetGenericTypeDefinition() == typeof(HashSet<>)) if (t.IsGenericType && t.GetGenericTypeDefinition() == typeof(HashSet<>))

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@@ -1796,6 +1796,24 @@ namespace OpenRA.Mods.Common.UtilityCommands
} }
} }
if (engineVersion < 20180219)
{
if (node.Key.StartsWith("Warhead", StringComparison.Ordinal) && node.Value.Value == "CreateEffect")
{
var victimScanRadius = node.Value.Nodes.FirstOrDefault(n => n.Key == "VictimScanRadius");
if (victimScanRadius != null)
{
if (FieldLoader.GetValue<int>(victimScanRadius.Key, victimScanRadius.Value.Value) == 0)
node.Value.Nodes.Add(new MiniYamlNode("ImpactActors", "false"));
node.Value.Nodes.Remove(victimScanRadius);
}
}
if (node.Key.StartsWith("Projectile"))
node.Value.Nodes.RemoveAll(n => n.Key == "BounceBlockerScanRadius" || n.Key == "BlockerScanRadius" || n.Key == "AreaVictimScanRadius");
}
UpgradeWeaponRules(modData, engineVersion, ref node.Value.Nodes, node, depth + 1); UpgradeWeaponRules(modData, engineVersion, ref node.Value.Nodes, node, depth + 1);
} }
} }

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@@ -18,7 +18,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Warheads namespace OpenRA.Mods.Common.Warheads
{ {
public class CreateEffectWarhead : Warhead, IRulesetLoaded<WeaponInfo> public class CreateEffectWarhead : Warhead
{ {
[Desc("List of explosion sequences that can be used.")] [Desc("List of explosion sequences that can be used.")]
[SequenceReference("Image")] public readonly string[] Explosions = new string[0]; [SequenceReference("Image")] public readonly string[] Explosions = new string[0];
@@ -45,22 +45,15 @@ namespace OpenRA.Mods.Common.Warheads
"If that's the case, this warhead will consider the explosion position to have the 'Air' TargetType (in addition to any nearby actor's TargetTypes).")] "If that's the case, this warhead will consider the explosion position to have the 'Air' TargetType (in addition to any nearby actor's TargetTypes).")]
public readonly WDist AirThreshold = new WDist(128); public readonly WDist AirThreshold = new WDist(128);
[Desc("Scan radius for victims around impact. If set to a negative value (default), it will automatically scale to the largest health shape.", [Desc("Whether to consider actors in determining whether the explosion should happen. If false, only terrain will be considered.")]
"Custom overrides should not be necessary under normal circumstances.")] public readonly bool ImpactActors = true;
public WDist VictimScanRadius = new WDist(-1);
void IRulesetLoaded<WeaponInfo>.RulesetLoaded(Ruleset rules, WeaponInfo info)
{
if (VictimScanRadius < WDist.Zero)
VictimScanRadius = Util.MinimumRequiredVictimScanRadius(rules);
}
static readonly string[] TargetTypeAir = new string[] { "Air" }; static readonly string[] TargetTypeAir = new string[] { "Air" };
public ImpactType GetImpactType(World world, CPos cell, WPos pos, Actor firedBy) public ImpactType GetImpactType(World world, CPos cell, WPos pos, Actor firedBy)
{ {
// Matching target actor // Matching target actor
if (VictimScanRadius > WDist.Zero) if (ImpactActors)
{ {
var targetType = GetDirectHitTargetType(world, cell, pos, firedBy, true); var targetType = GetDirectHitTargetType(world, cell, pos, firedBy, true);
if (targetType == ImpactTargetType.ValidActor) if (targetType == ImpactTargetType.ValidActor)
@@ -78,7 +71,7 @@ namespace OpenRA.Mods.Common.Warheads
public ImpactTargetType GetDirectHitTargetType(World world, CPos cell, WPos pos, Actor firedBy, bool checkTargetValidity = false) public ImpactTargetType GetDirectHitTargetType(World world, CPos cell, WPos pos, Actor firedBy, bool checkTargetValidity = false)
{ {
var victims = world.FindActorsInCircle(pos, VictimScanRadius); var victims = world.FindActorsOnCircle(pos, WDist.Zero);
var invalidHit = false; var invalidHit = false;
foreach (var victim in victims) foreach (var victim in victims)

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@@ -28,15 +28,8 @@ namespace OpenRA.Mods.Common.Warheads
[Desc("Ranges at which each Falloff step is defined. Overrides Spread.")] [Desc("Ranges at which each Falloff step is defined. Overrides Spread.")]
public WDist[] Range = null; public WDist[] Range = null;
[Desc("Extra search radius beyond maximum spread. If set to a negative value (default), it will automatically scale to the largest health shape.",
"Custom overrides should not be necessary under normal circumstances.")]
public WDist VictimScanRadius = new WDist(-1);
void IRulesetLoaded<WeaponInfo>.RulesetLoaded(Ruleset rules, WeaponInfo info) void IRulesetLoaded<WeaponInfo>.RulesetLoaded(Ruleset rules, WeaponInfo info)
{ {
if (VictimScanRadius < WDist.Zero)
VictimScanRadius = Util.MinimumRequiredVictimScanRadius(rules);
if (Range != null) if (Range != null)
{ {
if (Range.Length != 1 && Range.Length != Falloff.Length) if (Range.Length != 1 && Range.Length != Falloff.Length)
@@ -58,9 +51,7 @@ namespace OpenRA.Mods.Common.Warheads
if (debugVis != null && debugVis.CombatGeometry) if (debugVis != null && debugVis.CombatGeometry)
world.WorldActor.Trait<WarheadDebugOverlay>().AddImpact(pos, Range, DebugOverlayColor); world.WorldActor.Trait<WarheadDebugOverlay>().AddImpact(pos, Range, DebugOverlayColor);
// This only finds actors where the center is within the search radius, var hitActors = world.FindActorsOnCircle(pos, Range[Range.Length - 1]);
// so we need to search beyond the maximum spread to account for actors with large health radius
var hitActors = world.FindActorsInCircle(pos, Range[Range.Length - 1] + VictimScanRadius);
foreach (var victim in hitActors) foreach (var victim in hitActors)
{ {

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@@ -26,7 +26,7 @@ namespace OpenRA.Mods.Common
/// <param name="lineEnd">The position the line should end at</param> /// <param name="lineEnd">The position the line should end at</param>
/// <param name="lineWidth">How close an actor's health radius needs to be to the line to be considered 'intersected' by the line</param> /// <param name="lineWidth">How close an actor's health radius needs to be to the line to be considered 'intersected' by the line</param>
/// <returns>A list of all the actors intersected by the line</returns> /// <returns>A list of all the actors intersected by the line</returns>
public static IEnumerable<Actor> FindActorsOnLine(this World world, WPos lineStart, WPos lineEnd, WDist lineWidth, WDist targetExtraSearchRadius) public static IEnumerable<Actor> FindActorsOnLine(this World world, WPos lineStart, WPos lineEnd, WDist lineWidth)
{ {
// This line intersection check is done by first just finding all actors within a square that starts at the source, and ends at the target. // This line intersection check is done by first just finding all actors within a square that starts at the source, and ends at the target.
// Then we iterate over this list, and find all actors for which their health radius is at least within lineWidth of the line. // Then we iterate over this list, and find all actors for which their health radius is at least within lineWidth of the line.
@@ -39,7 +39,7 @@ namespace OpenRA.Mods.Common
var yDir = yDiff < 0 ? -1 : 1; var yDir = yDiff < 0 ? -1 : 1;
var dir = new WVec(xDir, yDir, 0); var dir = new WVec(xDir, yDir, 0);
var overselect = dir * (1024 + lineWidth.Length + targetExtraSearchRadius.Length); var overselect = dir * (1024 + lineWidth.Length + world.ActorMap.LargestActorRadius.Length);
var finalTarget = lineEnd + overselect; var finalTarget = lineEnd + overselect;
var finalSource = lineStart - overselect; var finalSource = lineStart - overselect;
@@ -64,6 +64,14 @@ namespace OpenRA.Mods.Common
return intersectedActors; return intersectedActors;
} }
/// <summary>
/// Finds all the actors of which their health radius is intersected by a specified circle.
/// </summary>
public static IEnumerable<Actor> FindActorsOnCircle(this World world, WPos origin, WDist r)
{
return world.FindActorsInCircle(origin, r + world.ActorMap.LargestActorRadius);
}
/// <summary> /// <summary>
/// Find the point (D) on a line (A-B) that is closest to the target point (C). /// Find the point (D) on a line (A-B) that is closest to the target point (C).
/// </summary> /// </summary>

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@@ -21,7 +21,7 @@
Warhead@3Eff: CreateEffect Warhead@3Eff: CreateEffect
Explosions: small_frag Explosions: small_frag
ImpactSounds: xplos.aud ImpactSounds: xplos.aud
VictimScanRadius: 0 ImpactActors: false
70mm: 70mm:
Inherits: ^BallisticWeapon Inherits: ^BallisticWeapon

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@@ -11,7 +11,7 @@
Warhead@2Eff: CreateEffect Warhead@2Eff: CreateEffect
Explosions: poof Explosions: poof
ImpactSounds: xplos.aud ImpactSounds: xplos.aud
VictimScanRadius: 0 ImpactActors: false
Warhead@3Smu: LeaveSmudge Warhead@3Smu: LeaveSmudge
SmudgeType: Crater SmudgeType: Crater
InvalidTargets: Vehicle, Structure, Wall, Husk, Trees, Creep InvalidTargets: Vehicle, Structure, Wall, Husk, Trees, Creep
@@ -92,7 +92,7 @@ BuildingExplode:
Warhead@1Eff: CreateEffect Warhead@1Eff: CreateEffect
Explosions: building, building_napalm, med_frag, poof, small_building Explosions: building, building_napalm, med_frag, poof, small_building
Delay: 1 Delay: 1
VictimScanRadius: 0 ImpactActors: false
Warhead@2Smu: LeaveSmudge Warhead@2Smu: LeaveSmudge
SmudgeType: Crater SmudgeType: Crater
Delay: 1 Delay: 1

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@@ -31,7 +31,7 @@
Warhead@3Eff: CreateEffect Warhead@3Eff: CreateEffect
Explosions: small_frag Explosions: small_frag
ImpactSounds: xplos.aud ImpactSounds: xplos.aud
VictimScanRadius: 0 ImpactActors: false
ValidTargets: Ground, Water, Air ValidTargets: Ground, Water, Air
Dragon: Dragon:
@@ -130,7 +130,7 @@ MammothMissiles:
Warhead@4EffAir: CreateEffect Warhead@4EffAir: CreateEffect
Explosions: small_building Explosions: small_building
ImpactSounds: xplos.aud ImpactSounds: xplos.aud
VictimScanRadius: 0 ImpactActors: false
ValidTargets: Air ValidTargets: Air
227mm: 227mm:
@@ -208,7 +208,7 @@ BoatMissile:
Warhead@4EffAir: CreateEffect Warhead@4EffAir: CreateEffect
Explosions: small_building Explosions: small_building
ImpactSounds: xplos.aud ImpactSounds: xplos.aud
VictimScanRadius: 0 ImpactActors: false
ValidTargets: Air ValidTargets: Air
TowerMissile: TowerMissile:

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@@ -23,7 +23,7 @@
Warhead@3Eff: CreateEffect Warhead@3Eff: CreateEffect
Explosions: small_napalm Explosions: small_napalm
ImpactSounds: flamer2.aud ImpactSounds: flamer2.aud
VictimScanRadius: 0 ImpactActors: false
Flamethrower: Flamethrower:
Inherits: ^FlameWeapon Inherits: ^FlameWeapon
@@ -144,4 +144,4 @@ Demolish:
Warhead@2Eff: CreateEffect Warhead@2Eff: CreateEffect
Explosions: building Explosions: building
ImpactSounds: xplobig6.aud ImpactSounds: xplobig6.aud
VictimScanRadius: 0 ImpactActors: false

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@@ -29,7 +29,7 @@ Sniper:
DamageTypes: Prone50Percent, TriggerProne, BulletDeath DamageTypes: Prone50Percent, TriggerProne, BulletDeath
Warhead@2Eff: CreateEffect Warhead@2Eff: CreateEffect
Explosions: piffs Explosions: piffs
VictimScanRadius: 0 ImpactActors: false
ValidTargets: Ground, Water, Air ValidTargets: Ground, Water, Air
HighV: HighV:

View File

@@ -16,7 +16,7 @@ Atomic:
Warhead@2Eff_impact: CreateEffect Warhead@2Eff_impact: CreateEffect
Explosions: nuke_explosion Explosions: nuke_explosion
ImpactSounds: nukexplo.aud ImpactSounds: nukexplo.aud
VictimScanRadius: 0 ImpactActors: false
Warhead@3Dam_areanukea: SpreadDamage Warhead@3Dam_areanukea: SpreadDamage
Spread: 2c512 Spread: 2c512
Damage: 11000 Damage: 11000
@@ -41,7 +41,7 @@ Atomic:
Warhead@6Eff_areanukea: CreateEffect Warhead@6Eff_areanukea: CreateEffect
ImpactSounds: xplobig4.aud ImpactSounds: xplobig4.aud
Delay: 3 Delay: 3
VictimScanRadius: 0 ImpactActors: false
Warhead@7Dam_areanukeb: SpreadDamage Warhead@7Dam_areanukeb: SpreadDamage
Spread: 3c768 Spread: 3c768
Damage: 5000 Damage: 5000

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@@ -31,7 +31,7 @@ Debris:
InvalidTargets: Vehicle, Structure InvalidTargets: Vehicle, Structure
Warhead@3Eff: CreateEffect Warhead@3Eff: CreateEffect
Explosions: tiny_explosion Explosions: tiny_explosion
VictimScanRadius: 0 ImpactActors: false
Debris2: Debris2:
Inherits: Debris Inherits: Debris

View File

@@ -25,7 +25,7 @@
InvalidTargets: Vehicle, Structure InvalidTargets: Vehicle, Structure
Warhead@3Eff: CreateEffect Warhead@3Eff: CreateEffect
Explosions: small_napalm Explosions: small_napalm
VictimScanRadius: 0 ImpactActors: false
110mm_Gun: 110mm_Gun:
Inherits: ^Cannon Inherits: ^Cannon

View File

@@ -30,7 +30,7 @@
InvalidTargets: Vehicle, Structure InvalidTargets: Vehicle, Structure
Warhead@3Eff: CreateEffect Warhead@3Eff: CreateEffect
Explosions: tiny_explosion Explosions: tiny_explosion
VictimScanRadius: 0 ImpactActors: false
ValidTargets: Ground, Air ValidTargets: Ground, Air
^Missile: ^Missile:

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@@ -85,7 +85,7 @@ OrniBomb:
Warhead@3Eff: CreateEffect Warhead@3Eff: CreateEffect
Explosions: large_explosion Explosions: large_explosion
ImpactSounds: EXPLSML4.WAV ImpactSounds: EXPLSML4.WAV
VictimScanRadius: 0 ImpactActors: false
Crush: Crush:
Warhead@1Dam: SpreadDamage Warhead@1Dam: SpreadDamage
@@ -100,7 +100,7 @@ Demolish:
Warhead@2Eff: CreateEffect Warhead@2Eff: CreateEffect
Explosions: building Explosions: building
ImpactSounds: EXPLLG2.WAV ImpactSounds: EXPLLG2.WAV
VictimScanRadius: 0 ImpactActors: false
Atomic: Atomic:
Warhead@1Dam: SpreadDamage Warhead@1Dam: SpreadDamage
@@ -121,7 +121,7 @@ Atomic:
Warhead@2Eff: CreateEffect Warhead@2Eff: CreateEffect
Explosions: nuke Explosions: nuke
ImpactSounds: EXPLLG2.WAV ImpactSounds: EXPLLG2.WAV
VictimScanRadius: 0 ImpactActors: false
CrateNuke: CrateNuke:
Inherits: Atomic Inherits: Atomic
@@ -151,36 +151,36 @@ CrateExplosion:
Warhead@2Eff: CreateEffect Warhead@2Eff: CreateEffect
Explosions: large_explosion Explosions: large_explosion
ImpactSounds: EXPLSML4.WAV ImpactSounds: EXPLSML4.WAV
VictimScanRadius: 0 ImpactActors: false
UnitExplodeSmall: UnitExplodeSmall:
Warhead@1Eff: CreateEffect Warhead@1Eff: CreateEffect
Explosions: self_destruct Explosions: self_destruct
ImpactSounds: EXPLSML1.WAV ImpactSounds: EXPLSML1.WAV
VictimScanRadius: 0 ImpactActors: false
UnitExplodeMed: UnitExplodeMed:
Warhead@1Eff: CreateEffect Warhead@1Eff: CreateEffect
Explosions: building Explosions: building
ImpactSounds: EXPLSML2.WAV ImpactSounds: EXPLSML2.WAV
VictimScanRadius: 0 ImpactActors: false
UnitExplodeLarge: UnitExplodeLarge:
Warhead@1Eff: CreateEffect Warhead@1Eff: CreateEffect
Explosions: large_explosion Explosions: large_explosion
ImpactSounds: EXPLLG2.WAV ImpactSounds: EXPLLG2.WAV
VictimScanRadius: 0 ImpactActors: false
BuildingExplode: BuildingExplode:
Warhead@1Eff: CreateEffect Warhead@1Eff: CreateEffect
Explosions: building, self_destruct, large_explosion Explosions: building, self_destruct, large_explosion
VictimScanRadius: 0 ImpactActors: false
WallExplode: WallExplode:
Warhead@1Eff: CreateEffect Warhead@1Eff: CreateEffect
Explosions: wall_explosion Explosions: wall_explosion
ImpactSounds: EXPLHG1.WAV ImpactSounds: EXPLHG1.WAV
VictimScanRadius: 0 ImpactActors: false
grenade: grenade:
ReloadDelay: 50 ReloadDelay: 50
@@ -211,7 +211,7 @@ grenade:
Warhead@3Eff: CreateEffect Warhead@3Eff: CreateEffect
Explosions: med_explosion Explosions: med_explosion
ImpactSounds: EXPLMD2.WAV ImpactSounds: EXPLMD2.WAV
VictimScanRadius: 0 ImpactActors: false
GrenDeath: GrenDeath:
Warhead@1Dam: SpreadDamage Warhead@1Dam: SpreadDamage
@@ -232,7 +232,7 @@ GrenDeath:
Warhead@3Eff: CreateEffect Warhead@3Eff: CreateEffect
Explosions: building Explosions: building
ImpactSounds: EXPLSML4.WAV ImpactSounds: EXPLSML4.WAV
VictimScanRadius: 0 ImpactActors: false
SardDeath: SardDeath:
Warhead@1Dam: SpreadDamage Warhead@1Dam: SpreadDamage
@@ -254,7 +254,7 @@ SardDeath:
Warhead@3Eff: CreateEffect Warhead@3Eff: CreateEffect
Explosions: small_napalm Explosions: small_napalm
ImpactSounds: EXPLSML2.WAV ImpactSounds: EXPLSML2.WAV
VictimScanRadius: 0 ImpactActors: false
SpiceExplosion: SpiceExplosion:
Projectile: Bullet Projectile: Bullet
@@ -284,7 +284,7 @@ SpiceExplosion:
Size: 1 Size: 1
Warhead@3Eff: CreateEffect Warhead@3Eff: CreateEffect
Explosions: med_explosion Explosions: med_explosion
VictimScanRadius: 0 ImpactActors: false
BloomExplosion: BloomExplosion:
Report: EXPLMD1.WAV Report: EXPLMD1.WAV

View File

@@ -19,7 +19,7 @@
DamageTypes: Prone50Percent, TriggerProne, BulletDeath DamageTypes: Prone50Percent, TriggerProne, BulletDeath
Warhead@2Eff: CreateEffect Warhead@2Eff: CreateEffect
Explosions: piffs Explosions: piffs
VictimScanRadius: 0 ImpactActors: false
LMG: LMG:
Inherits: ^MG Inherits: ^MG

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@@ -207,7 +207,7 @@ CrateNuke:
Warhead@3Eff_impact: CreateEffect Warhead@3Eff_impact: CreateEffect
Explosions: nuke Explosions: nuke
ImpactSounds: kaboom1.aud ImpactSounds: kaboom1.aud
VictimScanRadius: 0 ImpactActors: false
Warhead@4Dam_areanuke1: SpreadDamage Warhead@4Dam_areanuke1: SpreadDamage
Spread: 1c0 Spread: 1c0
Damage: 6000 Damage: 6000
@@ -224,7 +224,7 @@ CrateNuke:
Warhead@6Eff_areanuke1: CreateEffect Warhead@6Eff_areanuke1: CreateEffect
ImpactSounds: kaboom22.aud ImpactSounds: kaboom22.aud
Delay: 5 Delay: 5
VictimScanRadius: 0 ImpactActors: false
Warhead@6Smu_areanuke1: LeaveSmudge Warhead@6Smu_areanuke1: LeaveSmudge
SmudgeType: Scorch SmudgeType: Scorch
InvalidTargets: Vehicle, Structure, Wall, Trees InvalidTargets: Vehicle, Structure, Wall, Trees
@@ -255,7 +255,7 @@ MiniNuke:
Warhead@3Eff_impact: CreateEffect Warhead@3Eff_impact: CreateEffect
Explosions: nuke Explosions: nuke
ImpactSounds: kaboom1.aud ImpactSounds: kaboom1.aud
VictimScanRadius: 0 ImpactActors: false
Warhead@4Dam_areanuke1: SpreadDamage Warhead@4Dam_areanuke1: SpreadDamage
Spread: 2c0 Spread: 2c0
Damage: 6000 Damage: 6000
@@ -273,7 +273,7 @@ MiniNuke:
Warhead@6Eff_areanuke1: CreateEffect Warhead@6Eff_areanuke1: CreateEffect
ImpactSounds: kaboom22.aud ImpactSounds: kaboom22.aud
Delay: 5 Delay: 5
VictimScanRadius: 0 ImpactActors: false
Warhead@7Dam_areanuke2: SpreadDamage Warhead@7Dam_areanuke2: SpreadDamage
Spread: 3c0 Spread: 3c0
Damage: 6000 Damage: 6000

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@@ -41,7 +41,7 @@
Inherits: ^AntiGroundMissile Inherits: ^AntiGroundMissile
ValidTargets: Air ValidTargets: Air
Warhead@3Eff: CreateEffect Warhead@3Eff: CreateEffect
VictimScanRadius: 0 ImpactActors: false
Maverick: Maverick:
Inherits: ^AntiGroundMissile Inherits: ^AntiGroundMissile

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@@ -19,7 +19,7 @@
Warhead@3Eff: CreateEffect Warhead@3Eff: CreateEffect
Explosions: napalm Explosions: napalm
ImpactSounds: firebl3.aud ImpactSounds: firebl3.aud
VictimScanRadius: 0 ImpactActors: false
FireballLauncher: FireballLauncher:
Inherits: ^FireWeapon Inherits: ^FireWeapon
@@ -195,4 +195,4 @@ MADTankDetonate:
Warhead@3Eff: CreateEffect Warhead@3Eff: CreateEffect
Explosions: med_explosion Explosions: med_explosion
ImpactSounds: mineblo1.aud ImpactSounds: mineblo1.aud
VictimScanRadius: 0 ImpactActors: false

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@@ -50,7 +50,7 @@ Atomic:
Warhead@4Eff_impact: CreateEffect Warhead@4Eff_impact: CreateEffect
Explosions: nuke Explosions: nuke
ImpactSounds: kaboom1.aud ImpactSounds: kaboom1.aud
VictimScanRadius: 0 ImpactActors: false
ValidTargets: Ground, Water, Air ValidTargets: Ground, Water, Air
Warhead@5Dam_areanuke1: SpreadDamage Warhead@5Dam_areanuke1: SpreadDamage
Spread: 2c0 Spread: 2c0
@@ -73,7 +73,7 @@ Atomic:
Warhead@8Eff_areanuke1: CreateEffect Warhead@8Eff_areanuke1: CreateEffect
ImpactSounds: kaboom22.aud ImpactSounds: kaboom22.aud
Delay: 5 Delay: 5
VictimScanRadius: 0 ImpactActors: false
Warhead@9Dam_areanuke2: SpreadDamage Warhead@9Dam_areanuke2: SpreadDamage
Spread: 3c0 Spread: 3c0
Damage: 6000 Damage: 6000

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@@ -85,7 +85,7 @@ MammothTusk:
Concrete: 28 Concrete: 28
DamageTypes: Explosion DamageTypes: Explosion
Warhead@2Eff: CreateEffect Warhead@2Eff: CreateEffect
VictimScanRadius: 0 ImpactActors: false
Explosions: medium_twlt Explosions: medium_twlt
ImpactSounds: expnew07.aud ImpactSounds: expnew07.aud
InvalidImpactTypes: Water InvalidImpactTypes: Water
@@ -147,4 +147,4 @@ RedEye2:
Warhead@2Eff: CreateEffect Warhead@2Eff: CreateEffect
Explosions: large_grey_explosion Explosions: large_grey_explosion
ImpactSounds: expnew13.aud ImpactSounds: expnew13.aud
VictimScanRadius: 0 ImpactActors: false

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@@ -80,27 +80,27 @@ IonCannon:
Explosions: ionbeam Explosions: ionbeam
ExplosionPalette: effect-ignore-lighting-alpha75 ExplosionPalette: effect-ignore-lighting-alpha75
ImpactSounds: ion1.aud ImpactSounds: ion1.aud
VictimScanRadius: 0 ImpactActors: false
Warhead@5Effect: CreateEffect Warhead@5Effect: CreateEffect
Explosions: ionbeam2 Explosions: ionbeam2
ExplosionPalette: effect-ignore-lighting-alpha75 ExplosionPalette: effect-ignore-lighting-alpha75
VictimScanRadius: 0 ImpactActors: false
Warhead@6Effect: CreateEffect Warhead@6Effect: CreateEffect
Explosions: ionbeam3 Explosions: ionbeam3
ExplosionPalette: effect-ignore-lighting-alpha75 ExplosionPalette: effect-ignore-lighting-alpha75
VictimScanRadius: 0 ImpactActors: false
Warhead@7Effect: CreateEffect Warhead@7Effect: CreateEffect
Explosions: ionbeam4 Explosions: ionbeam4
ExplosionPalette: effect-ignore-lighting-alpha75 ExplosionPalette: effect-ignore-lighting-alpha75
VictimScanRadius: 0 ImpactActors: false
Warhead@8Effect: CreateEffect Warhead@8Effect: CreateEffect
Explosions: ionbeam5 Explosions: ionbeam5
ExplosionPalette: effect-ignore-lighting-alpha75 ExplosionPalette: effect-ignore-lighting-alpha75
VictimScanRadius: 0 ImpactActors: false
Warhead@9Effect: CreateEffect Warhead@9Effect: CreateEffect
Explosions: ionbeam6 Explosions: ionbeam6
ExplosionPalette: effect-ignore-lighting-alpha75 ExplosionPalette: effect-ignore-lighting-alpha75
VictimScanRadius: 0 ImpactActors: false
EMPulseCannon: EMPulseCannon:
ReloadDelay: 100 ReloadDelay: 100
@@ -115,7 +115,7 @@ EMPulseCannon:
Warhead@1Eff: CreateEffect Warhead@1Eff: CreateEffect
Explosions: pulse_explosion Explosions: pulse_explosion
ExplosionPalette: effect-ignore-lighting-alpha75 ExplosionPalette: effect-ignore-lighting-alpha75
VictimScanRadius: 0 ImpactActors: false
Warhead@emp: GrantExternalCondition Warhead@emp: GrantExternalCondition
Range: 4c0 Range: 4c0
Duration: 250 Duration: 250
@@ -135,7 +135,7 @@ ClusterMissile:
Explosions: large_explosion Explosions: large_explosion
ExplosionPalette: effect-ignore-lighting-alpha75 ExplosionPalette: effect-ignore-lighting-alpha75
ImpactSounds: expnew19.aud ImpactSounds: expnew19.aud
VictimScanRadius: 0 ImpactActors: false
Warhead@ResourceDestruction0: DestroyResource Warhead@ResourceDestruction0: DestroyResource
Size: 1 Size: 1
Warhead@ClusterSmudges0: LeaveSmudge Warhead@ClusterSmudges0: LeaveSmudge