Commit Graph

66 Commits

Author SHA1 Message Date
abcdefg30
cadbd0d9ab Change the year number in all cs headers from 2018 to 2019 2019-01-26 23:15:21 +01:00
Mustafa Alperen Seki
a2ac95d140 Add facing support to Gravity Bomb. 2018-12-24 20:58:55 +01:00
reaperrr
4de0d0fcb9 Replace LaunchEffect with updated SpriteEffect 2018-12-05 09:04:29 +13:00
Andre Mohren
b1a44086a0 Removed unused using directives. 2018-11-17 17:23:22 +00:00
reaperrr
ec15acbc80 Enable LaserZap launch-effect syncing with current source barrel/muzzle facing 2018-09-28 21:32:34 +02:00
reaperrr
f85f2cd104 Add LaunchEffect support to LaserZap
Can act as replacement for WithMuzzleOverlay.
2018-07-01 12:19:32 +02:00
reaperrr
145b8c87c5 Make LaserZap source point follow source actor muzzle
For moving actors, it looks better when the source point of the beam follows the source actor.
2018-07-01 12:19:32 +02:00
reaperrr
0fafaf1b09 Add DamageDuration and DamageInterval to LaserZap 2018-07-01 12:19:32 +02:00
Mustafa Alperen Seki
dc71a71a09 Change the way NukePower>SkipAscent works 2018-04-12 08:19:18 +02:00
Alexis Hunt
08ad7d7f4e 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.
2018-02-21 23:26:41 +01:00
Mustafa Alperen Seki
733055007a Add Player Palette support for Bullet, Missile and GravityBomb. 2018-02-18 18:23:24 +01:00
Arular101
8a60918841 Update copyright notice year to 2018 2018-01-17 00:47:34 +01:00
reaperrr
41dd7ca428 Fix NukeLaunch being displayed too early
Adding it to ScreenMap from the ctor unconditionally didn't mesh well with potentially being added to world with a delay.
2017-12-22 04:17:18 +02:00
Paul Chote
b898b5001a Rename AttackBase.IsAttacking to IsAiming to make its uses and assumptions clear. 2017-11-26 15:58:00 +01:00
reaperrr
be370cb855 Spatially partition NukeLaunch effect 2017-09-17 12:52:04 +01:00
Forcecore
0573f52a37 Add Railgun projectile 2017-07-21 23:18:38 +01:00
reaperrr
7e8f920bc1 Allow disabling terrain height checks in Missile
This saves a good deal of performance for mods with no real height levels, including RA, TD and D2k.
2017-07-15 17:36:20 +02:00
reaperrr
1d2361cdd3 Change default and auto-calc of victim scans to -1
For all projectiles and warheads.

Not really a must for everything else, but for CreateEffectWarhead, the
ImpactTypes refactor (separate PR) makes it a bit harder to make the
warhead valid in every situation, so setting the victim scan to zero is the easiest way to disable scanning for actors completely.
2017-06-25 22:40:12 +02:00
reaperrr
ca475fe133 Projectile style fixes 2017-06-25 22:40:12 +02:00
reaperrr
edffaa4987 Introduce Weapon.TargetActorCenter and adapt projectiles
This also fixes issues with attackers that don't have their own Attack
trait.
2017-06-24 11:24:17 +01:00
reaperrr
7eab278711 Adapt tracking projectiles to support targeting CenterPosition
Instead of closest targetable position.
2017-06-15 01:32:37 +02:00
reaperrr
7acc6dacbc Fix armaments/projectiles to aim at closest Target.Positions
Instead of CenterPosition.
TargetablePositions were already used for targeting/attack decisions, but not armaments/projectiles.
2017-06-05 14:22:47 +02:00
reaperrr
43b55ae333 Move Shape from Health to new HitShape trait
Renamed Shape to Type
2017-06-04 00:07:08 +02:00
reaperrr
033268a7ba Make projectiles use most sensible blocker scan radius
By default, but allow custom overrides.
2017-05-13 11:15:38 -07:00
abcdefg30
e37667efb6 Merge pull request #12606 from reaperrr/forward-bombs2
Add forward movement support to GravityBomb
2017-04-11 13:07:15 +02:00
reaperrr
edc1753e22 Update GravityBomb velocity after position
Otherwise launch velocity would already be Velocity + Acceleration.
2017-03-29 19:30:55 +02:00
reaperrr
5b617cf6e5 Refactor GravityBomb velocity/acceleration 2017-03-29 19:30:51 +02:00
Zimmermann Gyula
902d2a0016 Implement airburst support to Bullet. 2017-03-18 15:05:06 +01:00
reaperrr
e2b0c5bce4 Return empty Enumerable immediately in InstantHit
...rather than allocating a compiler generated enumerable via 'yield'.
2017-01-30 21:22:12 +01:00
reaperrr
090c015b27 Pass InstantHit target directly if inaccuracy is zero
This is required to make the TargetDamage warhead deal damage only to a specific target.
2017-01-30 21:22:04 +01:00
reaperrr
2f0b1a16d0 Upgrade Bullet bounce logic with target checking 2017-01-20 00:55:00 +01:00
reaperrr
bf47affd2e Add bounce logic to Bullet
Allows Bullet projectiles to bounce off ground.
2017-01-20 00:54:59 +01:00
reaperrr
adfe78fca5 Add simple, invisible instant-hit projectile
For melee attacks, machine guns and so on.
2017-01-07 15:12:16 +01:00
Taryn Hill
43317e0f5d Update copyright notice year to 2017 2016-12-31 23:46:13 -06:00
Oliver Brakmann
189c25431b Merge pull request #12158 from reaperrr/areabeam-tracking
Add AreaBeam target tracking
2016-12-23 14:44:11 +01:00
Paul Chote
9ddfdc45b3 Introduce SoundType enum. 2016-12-23 11:34:23 +00:00
reaperrr
9abfce97fa Rename LaserZap.TracksTarget to TrackTarget
And fix engineVersion of older Duration upgrade rule.
2016-12-17 15:28:28 +01:00
reaperrr
046f857409 Add target tracking support to AreaBeam
Closes #10181.
2016-12-17 15:28:25 +01:00
Zimmermann Gyula
51db12467d Allow the missile to snap at the target at reach. 2016-11-28 17:14:30 +01:00
reaperrr
f6388c198d Sync less bullet aspects
`length` is calculated from `pos` and `target` which are both synced.
`SourceActor`, `ticks` and `smokeTicks` work no different from `Missile`, where they're not synced, either.
2016-10-22 18:00:38 +02:00
reaperrr
20cd2aa4ab Rename Bullet Angle to LaunchAngle 2016-10-22 17:57:32 +02:00
reaperrr
8ba9afdb16 Cache Missile LaunchAngles in constructor
To have one central place for the info look-ups. Makes it a little easier to rename the properties or merge them into a single Angle[] property.
2016-10-22 17:57:32 +02:00
reaperrr
0b7fdc411b Cache Missile speed infos in constructor
The primary reason is to have one central location for the look-ups, so we'll only have to change up to 3 lines if we rename or merge the speed properties.
2016-10-22 17:57:32 +02:00
Oliver Brakmann
d0493bb10c Merge pull request #12068 from reaperrr/laser-features1
Add several features to LaserZap
2016-10-09 15:24:55 +02:00
reaperrr
e69ad1cb2d Add support for being blockable to LaserZap 2016-10-09 15:04:45 +02:00
reaperrr
2a00a606d2 Add support for inaccuracy to LaserZap 2016-10-09 15:04:43 +02:00
reaperrr
38b10511c3 Allow disabling target-tracking of lasers
This is necessary for features like inaccuracy.
2016-10-09 15:04:41 +02:00
reaperrr
6b3c3cd127 Add SecondaryBeam to LaserZap for TS-like laser glow effect 2016-10-09 15:04:38 +02:00
reaperrr
a98818ef47 Rename LaserZap.BeamDuration to Duration 2016-10-09 15:04:36 +02:00
reaperrr
d080770828 Fix LaserZap not being removed if HitAnim is not defined
This avoids degrading performance over time as well as an (albeit unlikely) OutOfMemoryException.
2016-09-26 01:36:02 +02:00