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Vehicle projectile origin adjustment #6245
Vehicle projectile origin adjustment #6245
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Conflicts have been resolved. A maintainer will review the pull request shortly. |
removed redundant code, handled by the changes to `projectile` and `adjacent`
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About the pull request
Vehicle projectiles now start on the vehicle and travel outward, without hitting the vehicle. As a side effect,
Adjacent()
checks now accept a list of objects to ignore.Origins are adjusted to the point visually closest to the hardpoint's sprite. For most hardpoints this is the center of the vehicle, with the only exceptions being the APC weapons (all along different edges) and the secondary flamer (flame origin is walked until not on the vehicle).
Since projectiles now must travel farther to reach the front of the vehicle, some shorter ranged ammos are adjusted to compensate.
The hardpoint check
clear_los()
is removed since now all origins are inside the vehicle's bounds.Removed redundant call to
display_ammo()
when firing secondary flamer.Explain why it's good for the game
Projectiles originating from the tile in front of a vehicle make it extremely hard or even impossible to engage targets adjacent to it. With this change the projectile, and resulting cone of fire, starts where you would expect it to.
Testing Photographs and Procedure
Screenshots & Videos
Put screenshots and videos here with an empty line between the screenshots and the
<details>
tags.Changelog
🆑
qol: vehicle weapon projectiles start from the weapon
/:cl: