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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 年之前
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2da94ed4ee
共有 1 個文件被更改,包括 2 次插入1 次删除
  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);