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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 năm trước cách đây
mục cha
commit
2da94ed4ee
1 tập tin đã thay đổi với 2 bổ sung1 xóa
  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);