Commit Graph

31 Commits

Author SHA1 Message Date
PabstMirror
bcde9f8ed6 Filter minor falling damage to non-leg hitpoints 2016-03-28 01:15:58 -05:00
PabstMirror
be742c13cd Merge branch 'master' into 155selectRandom 2016-02-17 15:58:19 -06:00
PabstMirror
5c9dfd7dc5 Handle enemy causing veh explode, fix revive unload
Fix #3269
2016-02-15 22:23:37 -06:00
PabstMirror
9441b548be Fix vehicle crashes not being fatal to non-drivers
Fix #3306
2016-02-15 17:11:04 -06:00
commy2
82086efca0 manual merge 2016-02-10 10:11:33 +01:00
commy2
5a1aae6028 manual merge 2015-11-30 17:44:15 +01:00
commy2
b3950bd7f0 fix forEach capitalization 2015-11-30 17:23:48 +01:00
commy2
34d351c652 fix exitWith capitalization 2015-11-30 17:14:05 +01:00
commy2
ff4406e411 manual merge, more selectRandom command useage 2015-11-29 16:48:23 +01:00
commy2
e5c4d35969 1.55 use new selectRandom command 2015-11-29 16:33:25 +01:00
PabstMirror
988a5c76bb Medical - 1.54 Changes
1.54 Armor
Translate selectiosn to hitpoints
Calc newDamage using hitIndex (because sel is translated)
Fix isFalling never being reset

Cache hitpointIndex to reset damage

Normalize Limb Armor to 1.54

Cleanup

Cleanup
2015-11-25 11:49:20 -06:00
Glowbal
37639066c2 Include missing frame in the caching execution 2015-09-14 15:19:58 +02:00
ViperMaul
98202f4f38 Additional debug statements for caching and wounds. 2015-09-05 15:31:14 -07:00
Glowbal
1a4736e663 Clean up 2015-08-29 12:01:00 +02:00
Glowbal
0cfb492916 Fixes and removal of duplicate code 2015-08-26 10:04:51 +02:00
jokoho48
ff6c8a31be Code Cleanup Medical Module (Part 3). 2015-08-22 18:33:06 +02:00
jokoho48
d09ca9ec8b Code Cleanup Medical Module (Part 1). 2015-08-22 16:25:10 +02:00
Glowbal
5887c59c05 Made fix properly for advanced medical 2015-06-19 23:03:31 +02:00
ulteq
1c4566984f Removed debug output 2015-06-13 12:13:58 +02:00
ulteq
84d20f9794 Further improved the handling of falling damage:
* Makes sure _projectile is always "falling"
* Enables the creation of wounds in multiple body parts at once
* Caches the initial impact velocity for later damage calculation
* Adjusts the maxDamage value of Large Abrasions
2015-06-13 11:53:30 +02:00
ulteq
604cd122d3 Experiment 2015-06-12 13:54:52 +02:00
ulteq
1c2c7ef8d7 Fixed empty selectionNames in vehicle crashes 2015-06-10 17:02:14 +02:00
ulteq
9336e7c9e1 [WIP] Various handleDamage_caching fixes 2015-06-10 16:51:46 +02:00
Glowbal
efa9cf4709 Fix handleDamage caching return value
Should never return nil. Instead, return a 0 as it's expecting new damage. this may fix the random vanilla damage kicking in.
2015-06-10 12:21:06 +02:00
Glowbal
d1a09ae7fc fixed vehicle crashes for adv 2015-04-17 23:15:41 +02:00
Glowbal
e8d2a00994 Added GVAR(HITPOINTS) and GVAR(SELECTIONS) variables
No longer have to recreate the selection and hitpoint arrays every time
2015-04-11 22:30:52 +02:00
Glowbal
082ab5155e Minor performance improvements
Before avg: 0.0858495ms
After avg: 0.0701045ms
2015-04-11 21:27:49 +02:00
Glowbal
038ed5f23e Removed deprecated returnDamage parameters 2015-04-03 21:59:47 +02:00
Glowbal
3a40a21433 Improvements made to the advanced handleDamage system 2015-03-05 18:42:32 +01:00
Glowbal
cd5b06da78 Added _returnDamage parameter to damageCaching. 2015-02-13 23:00:23 +01:00
Glowbal
5b507ed9f5 Combined medium and advanced into one, with options to turn on other features.
Changed wounds for a more diverse variation.
Added handleDamage caching for advanced.
2015-02-13 22:55:13 +01:00