Am Dienstag, 28. November 2006 12:53 schrieb zz zz:
> List of fixes:
> 1.Fixed a crash when firing the 2nd/3rd indirect weapon in combFire in
> combat.c.
> 2.Fixed target prediction finally(confused by x,y,z in pie and x,y,z in
> game and swapped the sin and cos and never thought droid->sMove.dir is in
> degree's ...) AA weapons can hit VTOL's relatively easy now due to this
> change.
> 3.Added smoke to AA gun bullet explosion effect even if it hits the target.
> 4.Fixed a bug which prevents AA weapon area of effect damage from working
> properly(VTOL's was excluded in area effect damage check in original
> project_Impact function),the 25% chance of AOE damage of AA weapons defined
> in weapons.txt should work now.
> 5.Changed units hitbox radius to use unit pie imd:
> avg(imd.xmax + imd.zmax) for 2D radius
> (imd.zmax + component.imd.zmax) for height(z) radius
>
> note:in pie/imd z is in game y,in pie/imd y is in game z
>
> 6.Removed the 'HeightBonus' thing since it's no longer needed.

Ignoring all those other mails for now... (Will read those patches later.)

This is not really your definition of "square" is it? ;)
+               radSquared = psStats->radius * psStats->radius * 
psStats->radius;

Why are those many ifs included? Eg at:
+                                                       if 
(psTempDroid->droidType == DROID_CONSTRUCT)
+                                                       {
+                                                               zdiff -= 
(asConstructStats[psTempDroid->asBits[COMP_CONSTRUCT].nStat]).pIMD->ymax;
+                                                       }

Apart from that the patch seems to look ok.

--Dennis

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