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explosion cover miscalc
%distscale can actually end up negative. causes miscalculations for applyimpulse and the like (or even healing if you've hacked in the capacity for negative damage)

Azaezel 10 лет назад
Родитель
Сommit
2da94ed4ee
1 измененных файлов с 2 добавлено и 1 удалено
  1. 2 1
      Templates/Full/game/scripts/server/radiusDamage.cs

+ 2 - 1
Templates/Full/game/scripts/server/radiusDamage.cs

@@ -56,7 +56,8 @@ function radiusDamage(%sourceObject, %position, %radius, %damage, %damageType, %
       // Full damage is applied to anything less than half the radius away,
       // linear scale from there.
       %distScale = (%dist < %halfRadius)? 1.0 : 1.0 - ((%dist - %halfRadius) / %halfRadius);
-
+      %distScale = mClamp(%distScale,0.0,1.0);
+      
       // Apply the damage
       %targetObject.damage(%sourceObject, %position, %damage * %coverage * %distScale, %damageType);