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Tweak effect warhead victim scans #13544

merged 7 commits into from Jun 25, 2017


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3 participants

reaperrr commented Jun 24, 2017

In cases where explosions are supposed to display unconditionally regardless of whether an actor was hit or not, the victim scan is basically just wasting performance.

By triggering the auto-calculation of the victim scan at -1* and making 0 do what is more intuitive anyway and disabling the scan, we can disable it in those cases.

Closes #12574.

*or some other negative value

reaperrr added some commits Jun 23, 2017

Warhead style fixes
Implement interfaces explicitly

@reaperrr reaperrr added this to the Playtest featuring updated HitShapes milestone Jun 24, 2017

reaperrr added some commits Jun 23, 2017

Change default and auto-calc of victim scans to -1
For all projectiles and warheads.

Not really a must for everything else, but for CreateEffectWarhead, the
ImpactTypes refactor (separate PR) makes it a bit harder to make the
warhead valid in every situation, so setting the victim scan to zero is the easiest way to disable scanning for actors completely.
Disable effect WH victim scans in RA where sensible
AA missiles, flame weapons and nukes, pretty much, because they always
display the effect regardless of what they hit.
Disable effect warhead victim scans in D2k
They are always displayed unconditionally anyway.
Disable effect warhead victim scans in TD
They are meant to play regardless of whether an actor was hit anyway.

rob-v approved these changes Jun 25, 2017

I don't know/checked if it is applied in all places correctly, anyway lgtm, so 👍 .

@reaperrr reaperrr merged commit ba1279a into OpenRA:bleed Jun 25, 2017

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@reaperrr reaperrr deleted the reaperrr:tweak-VictimScans branch Jul 23, 2017

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