Release 1.11.4.1 (Winter Update)

This commit is contained in:
Markus Isberg
2025-12-08 14:56:47 +00:00
parent 21e34e5cd8
commit 598966f200
121 changed files with 1614 additions and 819 deletions
@@ -404,7 +404,7 @@ namespace Barotrauma
return;
}
DamageCharacters(worldPosition, Attack, force, damageSource, attacker);
DamageCharacters(worldPosition, Attack, force, damageSource, attacker, displayRange);
if (GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient)
{
@@ -465,12 +465,12 @@ namespace Barotrauma
partial void ExplodeProjSpecific(Vector2 worldPosition, Hull hull);
private void DamageCharacters(Vector2 worldPosition, Attack attack, float force, Entity damageSource, Character attacker)
private void DamageCharacters(Vector2 worldPosition, Attack attack, float force, Entity damageSource, Character attacker, float range)
{
if (attack.Range <= 0.0f) { return; }
if (range <= 0.0f) { return; }
//long range for the broad distance check, because large characters may still be in range even if their collider isn't
float broadRange = Math.Max(attack.Range * 10.0f, 10000.0f);
float broadRange = Math.Max(range * 10.0f, 10000.0f);
foreach (Character c in Character.CharacterList)
{
@@ -518,7 +518,7 @@ namespace Barotrauma
float limbRadius = limb.body.GetMaxExtent();
dist = Math.Max(0.0f, dist - ConvertUnits.ToDisplayUnits(limbRadius));
if (dist > attack.Range) { continue; }
if (dist > range) { continue; }
float distFactor =
DistanceFalloff ?