Projectile damage range is set to the radius of the item's collider if the range is not given in the xml. Structure.AddDamage uses the edges of the sections to calculate the distance to a damage source, i.e. the damage area only has to "touch" the section to do damage. Closes #479

This commit is contained in:
Joonas Rikkonen
2018-07-16 15:44:05 +03:00
parent 01c3d20a0c
commit 89b26008a6
3 changed files with 29 additions and 12 deletions
@@ -664,19 +664,20 @@ namespace Barotrauma
float damageAmount = 0.0f;
for (int i = 0; i < SectionCount; i++)
{
if (Vector2.DistanceSquared(SectionPosition(i, true), worldPosition) <= attack.DamageRange * attack.DamageRange)
Rectangle sectionRect = sections[i].rect;
sectionRect.Y -= sections[i].rect.Height;
if (MathUtils.CircleIntersectsRectangle(transformedPos, attack.DamageRange, sectionRect))
{
damageAmount = attack.GetStructureDamage(deltaTime);
AddDamage(i, damageAmount, attacker);
#if CLIENT
GameMain.ParticleManager.CreateParticle("dustcloud", SectionPosition(i), 0.0f, 0.0f);
GameMain.ParticleManager.CreateParticle("dustcloud", SectionPosition(i), 0.0f, 0.0f);
#endif
}
}
#if CLIENT
if (playSound)// && !SectionBodyDisabled(i))
if (playSound)
{
string damageSoundType = (attack.DamageType == DamageType.Blunt) ? "StructureBlunt" : "StructureSlash";
SoundPlayer.PlayDamageSound(damageSoundType, damageAmount, worldPosition, tags: Tags);