- pieces represent Min and Max instead of random interval
- More control where spice spread
- fix AoE in SpiceExplosion weapon
- delay interval between each pieces
Co-Authored-By: Gustas <37534529+PunkPun@users.noreply.github.com>
Also adjusted the inaccuracy values. This should bring inaccuracy in D2k pretty much in line with the original game, with the potential liberty of decreased inaccuracy for the Deviator tank.
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.
- Enabled shadow
- reduced maximum speed
- considerably increased 'launch angle'
- increased bounce count to 3 and toned down BounceRangeModifier
- reduced TrailInterval to 1 for Debris2
- removed explosion sounds to a) match original and b) make them less annoying
- fixed debris explosion animations to match original
- used different trail anim for Debris2 and Debris3