Commit Graph

10 Commits

Author SHA1 Message Date
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
8a60918841 Update copyright notice year to 2018 2018-01-17 00:47:34 +01:00
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
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
033268a7ba Make projectiles use most sensible blocker scan radius
By default, but allow custom overrides.
2017-05-13 11:15:38 -07:00
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
adfe78fca5 Add simple, invisible instant-hit projectile
For melee attacks, machine guns and so on.
2017-01-07 15:12:16 +01:00