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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 преди 10 години
родител
ревизия
2da94ed4ee
променени са 1 файла, в които са добавени 2 реда и са изтрити 1 реда
  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);