Release 1.11.4.1 (Winter Update)
This commit is contained in:
@@ -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 ?
|
||||
|
||||
Reference in New Issue
Block a user