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@ -61,14 +61,14 @@ static function ReplaceProjectileWith(
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// new projectile. |
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// However `KFMod.HuskGun` is an exception that changes these values |
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// depending of the charge, so we need to either consider this as a |
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// special case or just move valkues all the time - which is what we have |
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// special case or just move values all the time - which is what we have |
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// chosen to do. |
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newProjectile.damage = oldProjectile.damage; |
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oldProjectile.damage = 0; |
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newProjectile.damageRadius = oldProjectile.damageRadius; |
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oldProjectile.damageRadius = 0; |
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MoveImpactDamage(oldProjectile, newProjectile); |
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// New projectile must govern all of the mechanics, so make the old mimick |
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// New projectile must govern all of the mechanics, so make the old mimic |
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// former's movements as close as possible |
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SetupOldProjectileAsFace(oldProjectile, newProjectile); |
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} |
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@ -90,9 +90,9 @@ static function SetupOldProjectileAsFace(
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// `TakeDamage()` calls from friendly fire. |
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oldProjectile.SetCollision(false, false); |
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// Prevent `oldProjectile` from dealing explosion damage in case something |
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// still damages it |
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// still damages and explodes it |
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oldProjectile.bHurtEntry = true; |
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// We can only make client-side projectile follow server-side one for |
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// We can only make client-side projectile follow new server-side one for |
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// two projectile classes |
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newProjectileAsOrca = |
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FixProjectileFFClass_SPGrenadeProjectile(newProjectile); |
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@ -108,7 +108,7 @@ static function SetupOldProjectileAsFace(
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} |
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} |
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// `impactDamage` is sepratly defined in 4 different base classes of interest |
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// `impactDamage` is separately defined in 4 different base classes of interest |
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// and moving (or zeroing) it is cumbersome enough to warrant a separate method |
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static function MoveImpactDamage( |
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ROBallisticProjectile oldProjectile, |
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