Commit Graph

88 Commits

Author SHA1 Message Date
abcdefg30
d2db0913ac Fix the missle jamming chance calculation 2020-03-08 16:33:23 +01:00
reaperrr
9dcba8710b Add turret-linking support to HitShape
Allows to link a HitShape to the
position and facing of a turret.
2020-01-25 13:38:35 +01:00
Pavel Penev
b00154e2bc Created ShakeScreenWarhead and removed the hardcoded shaking from NukeLaunch and MadTank 2020-01-24 13:09:37 +01:00
reaperrr
6220d7e62e Introduce WarheadArgs
- Passes additional arguments to warheads on impact
- Uses that to reduce parameter count of DoImpact by 1
2020-01-21 19:31:34 +01:00
abcdefg30
23b3c237b7 Update the year numbers in all license headers to 2020 2020-01-05 17:00:34 +00:00
Paul Chote
7937383bf4 Replace scaleSizeWithZoom with SpriteAnnotation. 2019-10-20 23:46:33 +02:00
reaperrr
701b1524e5 Fix InstantHit crashing if blockable and target is dead
If the weapon has TargetActorCenter, the projectile is Blockable
and the target dies the same tick the projectile is fired but before
the 'blocked' check is performed, the target.CenterPosition lookup
would crash since the target has become invalid.

Work around this by ignoring TargetActorCenter and using
args.PassiveTarget position instead if the target is already dead.
2019-07-12 22:09:14 +02:00
Paul Chote
ebf2ce32c0 Make sure braces for multi-line statements are on their own lines. 2019-06-08 19:26:53 +02:00
Paul Chote
dabc7ec8dd Remove unnecessary this. references. 2019-06-08 13:19:27 +02:00
reaperrr
666169e9b9 Add LockOnInaccuracy to Missile 2019-05-28 22:13:38 +02:00
reaperrr
71995dbcbe Fix Bullet contrails 2019-05-26 13:02:54 +02:00
Paul Chote
78a70be0d4 Fix and enable SA1133, SA1134 style rules. 2019-05-24 10:47:57 +02:00
reaperrr
a2775a5c0f Fix DivideByZero crashes in Railgun projectile 2019-05-19 16:56:49 +02:00
reaperrr
90325305d6 Minor projectile clean-ups and perf optimizations 2019-05-19 16:56:49 +02:00
reaperrr
9e91232ca7 Add DetonationAltitude to NukePower
And RemoveMissileOnDetonation boolean.

Allows airburst, and optionally missile continuing
until it hits the ground (without a second explosion).
2019-05-09 22:28:46 +01:00
Paul Chote
353db73381 Fix a collection of minor style violations.
This enables several new StyleCopAnalyzer rules to
be enabled immediately during migration.
2019-05-09 20:40:08 +02:00
reaperrr
78f538f103 Add sprite trail support to NukeLaunch/NukePower 2019-04-22 15:13:11 +02:00
reaperrr
4a71a6746f Group all Bullet Trail* properties together
Just a small code readability improvement.
2019-04-22 15:13:11 +02:00
abcdefg30
1bb319425b Add Sound.Play overloads that play a random sound from a list 2019-04-20 01:22:30 +02:00
reaperrr
fa3bf5cefe Add delay support to NukeLaunch
And use that to remove the remaining DelayedAction from NukePower.
2019-03-09 12:02:44 +00:00
Paul Chote
3e404f6ac2 Remove HSLColor. 2019-03-04 18:26:42 +00:00
Paul Chote
ab4a7e3558 Replace System.Drawing primitives with our own. 2019-03-04 18:26:42 +00:00
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