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[Highly Customized] Directional armor #1623
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[Highly Customized] Directional armor #1623
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LGTM. Only small concerns.
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[SOMEWARHEAD] | ||
Directional=false ; boolean | ||
Directional.Multiplier=1.0 ; float |
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What is the use case of this flag?
@@ -38,6 +39,21 @@ DEFINE_HOOK(0x701900, TechnoClass_ReceiveDamage_Shield, 0x6) | |||
else | |||
multiplier = pWHExt->DamageOwnerMultiplier.Get(pRules->DamageOwnerMultiplier); | |||
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if (pTypeExt->DirectionalArmor.Get(RulesExt::Global()->DirectionalArmor) && pThis->WhatAmI() == AbstractType::Unit && WarheadTypeExt::HitDirection >= 0 && args->DistanceToEpicenter <= 64) |
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Why UnitClass only?
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becase only unit can move by reverse direction (need #1622)
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maybe required distance could be made customisable?
As it is, I don't think this feature should be merged alone.
Also a side idea, I think maybe Crit logic would mesh nicely here? Modify Crit chance whether the armor is on front or back. Front could have 0%, sides 50%, back 100%. |
For the rotation controls, some potential ideas:
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A front angle of 1.0 indicates that the 90 degree angle range on both sides belongs to the front judgment range;
Directional=true
to enable this effect.Directional=true
以启用此效果。Directional.Multiplier
is an additional multiplier used to control the intensity of the effect.Directional.Multiplier
是一个用来控制效果程度的额外乘数。In
rulesmd.ini