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