Am Montag, 13. November 2006 18:16 schrieb zz zz:
> >             if (asProjNaybors[i].psObj->player != psObj->player &&
> >
> >
> >
> >                     (asProjNaybors[i].psObj->type == OBJ_DROID ||
> >                     asProjNaybors[i].psObj->type == OBJ_STRUCTURE ||
> >                     asProjNaybors[i].psObj->type == OBJ_BULLET ||
> >                     asProjNaybors[i].psObj->type == OBJ_FEATURE) &&
> >
> >Can't this be put down into classes? ( psObj->class )
> >Or mark all attackable OBJ_... via bitmask? ( psObj->type & CLS_ATTACKABLE
> >)
> >Or add a attackable option to the object? ( psObj->attackable )
>
> maybe I'll change it to psObj->type != OBJ_TARGET(camera object),there is
> only 5 'types' of objects,not need to do that imo.Also,psObj is
> BASE_OBJECT,adding new option/flag to that struct might break many things
> including netcode...
So we should have another item on the TODO?


> >                     if ( psTempObj->type == OBJ_BULLET )
> >                     {
> >                             if ( !bMissile || (((PROJ_OBJECT
> > *)psTempObj)->psWStats->weaponSubClass !=
> >WSC_COUNTER) )
> >                             {
> >                                     continue;
> >                             }
> >                     }
> >
> >                     //Watermelon:dont apply the 'hitbox' bonus if the 
> > target is a building
> >                     if ( psTempObj->type == OBJ_STRUCTURE || 
> > psTempObj->type ==
> > OBJ_FEATURE) {
> >
> >
> >
> >                             //Watermelon:ignore oil resource and pickup
> >                             if ( psTempObj->type == OBJ_FEATURE )
> >                             {
> >                                     if ( ((FEATURE 
> > *)psTempObj)->psStats->damageable == 0)
> >
> >Why check this inside the OBJ_STRUCTURE part? Shouldn't it be an extra
> >part?
> >Also: Why don't check for psObj->damageable directly?
>
> because both of them are 'Building',I need to set wpRadius to 1 for them,or
> their bounding box will be enlarged to unrealistic level(the one kamaze
> mentioned in forum)
>
> damageable flag is only available for 'FEATURE' type,even the transport in
> sp campaign uses a hack to prevent it from being destroyed...
And yet another item for the TODO list?

> >                                     {
> >                                             continue;
> >                                     }
> >                             }
> >
> >
> >
> >                             wpRadius = 1;
> >
> >Won't this break?
> >When a projectile flies next to a building it's radius is always reduced
> > to 1
> >it seems to me...
>
> no,it's just 'reset' the hit bounding box's radius bonus to 1(no bonus)
It just looked to me that wpRadius is set before entering the loop of 
neighbours and is never after set back to the old value (dependend on the 
wpn), so for other neighbours it would still be 1. But maybe I am wrong, was 
just a quick look.

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