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DT dungeon fixes #382

Merged
merged 6 commits into from
Jul 13, 2024
Merged

DT dungeon fixes #382

merged 6 commits into from
Jul 13, 2024

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xanunderscore
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@xanunderscore xanunderscore commented Jul 12, 2024

in addition to the fixes outlined below, i uncommented the line in AIBehaviour that resets the desired camera rotation after gaze mechanics since D022 has one of those. according to blame, that line was last changed 2 years ago, so if there is a good reason it was commented out please let me know

D013:

  1. voidzone from 8-way lightning AOEs lingered too long, i forgot to check eventstate
  2. donut AOE after spread tankbuster was too large
  3. 8-way wind AOEs have only two patterns for a total of 6 possible spawn points, so hardcode instead of doing the neat fade effect
  4. i forgot the voidzone for the whirlwind itself whoopsie

D021:

  1. i just thought this status wasn't ever used but it is, i can't read

D022:

  1. just assumed the size of this donut aoe without cross referencing it with footage

@xanunderscore xanunderscore changed the title Apollyon improvements DT dungeon fixes Jul 12, 2024
@CarnifexOptimus
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CarnifexOptimus commented Jul 12, 2024

seems like you are learning the powers of copy & paste :D
its obvious even if you try to disguise it
you probably want to give credit if you copy and paste something

@@ -180,7 +180,7 @@ private void UpdateMovement(Actor player, Actor master, Targeting target, Action
var toDest = _naviDecision.Destination != null ? _naviDecision.Destination.Value - player.Position : new();
var distSq = toDest.LengthSq();
ctrl.NaviTargetPos = _naviDecision.Destination;
//_ctrl.NaviTargetRot = distSq >= 0.01f ? toDest.Normalized() : null;
ctrl.NaviTargetRot = null;
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Honestly no idea what should be here. Don't mind it...

@awgil awgil merged commit 844fb58 into awgil:master Jul 13, 2024
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3 participants