Commit Graph

21 Commits

Author SHA1 Message Date
Matthias Mailänder
399e451ada Add a DamagesConcreteWarhead to remove buildable concrete. 2018-09-15 15:36:12 +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
Arular101
50185d3ccd Small adjustments 2017-12-12 23:56:25 +01:00
Arular101
64a3187fd1 Increase damage and HP by 10x 2017-12-12 23:56:25 +01:00
reaperrr
7704ae655e Apply BurstDelays rename to D2k 2017-08-20 20:48:25 +02:00
reaperrr
70b43222fe Adapt D2k AA missiles to CEWH refactor 2017-07-13 20:58:47 +02:00
reaperrr
4823d5454d Disable effect warhead victim scans in D2k
They are always displayed unconditionally anyway.
2017-06-25 22:40:12 +02:00
reaperrr
4fdda9efd2 Remove wrong space and 2nd free line from d2k yamls 2017-03-31 10:55:01 +02:00
reaperrr
03a5e7ff4e Make Quad Rocket speed a multiple of 32 2017-02-12 22:28:55 +01:00
reaperrr
c4fc8f55bc Make D2k large missile speeds consistent 2017-02-12 22:27:52 +01:00
reaperrr
84dedd4237 Only play explosion sound for Missile Tank and Tower in D2k
But not on Bazooka and Quad's Rocket.
2017-02-12 22:27:09 +01:00
reaperrr
983047f78a Slim down D2k missile weapons via inheritance 2017-01-19 22:43:30 +01:00
reaperrr
5df32e6d2a Fix smudges in D2k to not spawn or grow when hitting vehicle or structure 2016-07-07 20:51:21 +02:00
reaperrr
cee5ec4754 Give large D2k missiles a ballistic flight curve 2016-05-15 16:38:34 +02:00
reaperrr
2c7fe90532 Use 'true' instead of 'yes' on all D2k booleans 2016-05-15 16:38:02 +02:00
reaperrr
1258ddde7f Refactored Missile.RangeLimit from ticks to WDist
Changed default from 'unlimited' fuel to weapon range.
2016-04-30 16:02:15 +02:00
reaperrr
5905e75d95 Fix D2k deviator not taking effect
The warhead's scan range was lower than both the missile inaccuracy as
well as the Missile CloseEnough value of 298, so it almost never had an
effect.
2016-03-20 13:07:13 +01:00
reaperrr
08034fa7e0 Upgrade D2k missile rules 2016-02-14 13:43:45 +01:00
Pavel Penev
489ee9fc54 Add support for multiple impact sounds to CreateEffectWarhead
Have the engine pick one impact sound at random from the provided list.
2016-01-31 16:22:47 +02:00
Pavel Penev
7e3ec91d30 Add support for multiple explosions to CreateEffectWarhead
Have the engine pick one explosion at random from the provided list.
2016-01-31 16:22:09 +02:00
reaperrr
ef290a9596 Split D2k weapons.yaml
To make things more organized and in line with other mods.
2016-01-22 17:09:57 +01:00