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.
There were two issues at work here:
1) The combination of default MaximumLaunchAngle and default CruiseAltitude made torpedoes fly a ballistic curve, which combined with BoundToTerrain type made them explode 'in the air' when hitting non-water tiles. This would result in AIr returned as target type, which is invalid for torpedoes.
2) The explosion warheads were missing the Ground target type, which is actually the (only) target type that the bridge tiles you hit with torpedoes have.
On bleed, both the explosion as well as the water splash warhead of weapons triggered on bridges, since they have both the Ground and Water target types.
Ground cannot be made invalid for water splashes without causing regressions elsewhere, so a new Bridge target type is introduced to explicitly make bridges invalid targets for water splash effect warheads.
Also walls, trees and husks in most cases.
Note: Differences between warheads are intentional.
Note2: Some smudge WHs were removed instead when the weapon was purely anti-air or anti-water.
With the 170 Speed, the Stinger can pass a maximum of 50*170 = 8500 (8c308) world units, while having a range of 9c0, which mean it runs out of fuel before it reaches it's effective maximum range. To prevent this, RangeLimit has been increased to 65 (9c0*1.25/170 is 67.8, rounded downwards).
With 170 Speed, 298 CloseEnough, and 128 Spread, it will always act as a proximity weapon against the targets. Other missiles aren't affected because all the other missiles have a fair margin to satisfy the optimal Speed+Spread > CloseEnough condition.