Made the damage range of limb attacks configurable (instead of having it always be half of the distance at which the attack activates) and tweaked the damage ranges of all the creature attacks
This commit is contained in:
@@ -32,6 +32,7 @@ namespace Barotrauma
|
||||
partial class Attack
|
||||
{
|
||||
public readonly float Range;
|
||||
public readonly float DamageRange;
|
||||
public readonly float Duration;
|
||||
|
||||
public readonly DamageType DamageType;
|
||||
@@ -78,6 +79,7 @@ namespace Barotrauma
|
||||
public Attack(float damage, float structureDamage, float bleedingDamage, float range = 0.0f)
|
||||
{
|
||||
Range = range;
|
||||
DamageRange = range;
|
||||
this.damage = damage;
|
||||
this.structureDamage = structureDamage;
|
||||
this.bleedingDamage = bleedingDamage;
|
||||
@@ -93,7 +95,7 @@ namespace Barotrauma
|
||||
{
|
||||
DamageType = DamageType.None;
|
||||
}
|
||||
|
||||
|
||||
damage = element.GetAttributeFloat("damage", 0.0f);
|
||||
structureDamage = element.GetAttributeFloat("structuredamage", 0.0f);
|
||||
bleedingDamage = element.GetAttributeFloat("bleedingdamage", 0.0f);
|
||||
@@ -106,6 +108,7 @@ namespace Barotrauma
|
||||
Torque = element.GetAttributeFloat("torque", 0.0f);
|
||||
|
||||
Range = element.GetAttributeFloat("range", 0.0f);
|
||||
DamageRange = element.GetAttributeFloat("damagerange", Range);
|
||||
Duration = element.GetAttributeFloat("duration", 0.0f);
|
||||
|
||||
priority = element.GetAttributeFloat("priority", 1.0f);
|
||||
|
||||
@@ -471,7 +471,7 @@ namespace Barotrauma
|
||||
|
||||
body.ApplyTorque(Mass * character.AnimController.Dir * attack.Torque);
|
||||
|
||||
if (dist < attack.Range * 0.5f)
|
||||
if (dist < attack.DamageRange)
|
||||
{
|
||||
if (AttackTimer >= attack.Duration && damageTarget != null)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user