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[Minor] Optimize Interceptor #1733
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[Minor] Optimize Interceptor #1733
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You are misunderstanding how the interceptor code currently works. You have not taken into accord that all TechnoExt::ExtData::ApplyInterceptor()
does is select an eligible BulletClass
instance as the techno's target, it does not actually have the techno directly fire any weapons. It does not even execute most of the code if the techno currently has a target. As a result, removing weapon selector code makes it so that weapon actually fired against projectiles does not actually follow InterceptorWeapon
.
Uncertain about the application of RearmTimer
check as well. You are not technically checking for if the techno can fire here, you are supposed to be checking if it can target. If it already has a target, it bails out before this check anyway. A case could be made for separate targeting timer check here but the reality is that most projectiles are fast enough that not checking for it every frame can reduce accuracy dramatically. Normal target acquisition already suffers from similar issue with very fast moving units (such as AA vs. jets, potentially) due to NormalTargetingDelay
/GuardAreaTargetingDelay
being rather substantial.
Either rework how the logic works entirely or adjust/revert your fix to work with the current approach.
in this case I think the part that removing other changes could be reverted for the sake of safety and accuracy |
split from #1568. This one is a bit controversial so I'd pull this alone for test and review
Interceptor.Weapon
once and for all