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fix bullet spark effects happening far above some marine structures
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fbab99da9e
commit
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1 changed files with 38 additions and 8 deletions
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@ -1604,7 +1604,7 @@ bool AvHSHUGetSizeForTech(AvHMessageID inMessageID, Vector& outMinSize, Vector&
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// Onos-sized
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//const int theOnosHeightNeededToSpawn = HULL3_MAXZ - HULL3_MINZ + kRespawnFudgeFactorHeight;
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//const int theOnosWidthNeededToSpawn = HULL3_MAXY - HULL3_MINY + kRespawnFudgeFactorHeight;
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// Marine-sized
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const int theMarineHeightNeededToSpawn = HULL0_MAXZ - HULL0_MINZ + kRespawnFudgeFactorHeight;
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@ -1659,7 +1659,12 @@ bool AvHSHUGetSizeForTech(AvHMessageID inMessageID, Vector& outMinSize, Vector&
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case BUILD_ARMSLAB:
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outMinSize = Vector(-16, -16, 0);
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outMaxSize = Vector(16.0, 16.0, 72.0 /*66.9486*/);
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outMaxSize = Vector(16.0, 16.0, 57.77 /*66.9486*/);
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// 2024 - NS3.1 changed to this value to prevent building placed in vents from sinking. Just use this value only when placing to fix bullets sparking on it.
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if (inGetSizeToPlace)
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{
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outMaxSize.z = 72.0;// 2024 - It was 72 instead of 73. Idk if it was a typo or what.
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}
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theSuccess = true;
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break;
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@ -1680,26 +1685,46 @@ bool AvHSHUGetSizeForTech(AvHMessageID inMessageID, Vector& outMinSize, Vector&
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case BUILD_COMMANDSTATION:
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outMinSize = Vector(-16, -16, 0);
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outMaxSize = Vector(16.0, 16.0, 73.0 /*70.34*/);
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outMaxSize = Vector(16.0, 16.0, 70.34);
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// 2024 - NS3.1 changed to this value to prevent building placed in vents from sinking. Just use this value only when placing to fix bullets sparking on it.
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if (inGetSizeToPlace)
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{
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outMaxSize.z = 73.0;
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}
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theSuccess = true;
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break;
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case BUILD_TURRET_FACTORY:
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outMinSize = Vector(-16, -16, 0);
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//outMaxSize = Vector(16.0, 16.0, 55.68);
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outMaxSize = Vector(16.0, 16.0, 73.0 /*62.1931*/);
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outMaxSize = Vector(16.0, 16.0, 55.68 /*62.1931*/);
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// 2024 - NS3.1 changed to this value to prevent building placed in vents from sinking. Just use this value only when placing to fix bullets sparking on it.
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if (inGetSizeToPlace)
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{
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outMaxSize.z = 73.0;
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}
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theSuccess = true;
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break;
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case BUILD_ARMORY:
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outMinSize = Vector(-16, -16, 0);
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outMaxSize = Vector(16.0, 16.0, 73.0 /*62.1931*/);
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outMaxSize = Vector(16.0, 16.0, 62.1931);
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// 2024 - NS3.1 changed to this value to prevent building placed in vents from sinking. Just use this value only when placing to fix bullets sparking on it.
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if (inGetSizeToPlace)
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{
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outMaxSize.z = 73.0;
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}
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theSuccess = true;
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break;
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case BUILD_PROTOTYPE_LAB:
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outMinSize = Vector(-16, -16, 0);
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outMaxSize = Vector(16.0, 16.0, 73.0 /*67.7443*/);
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outMaxSize = Vector(16.0, 16.0, 67.7443);
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// 2024 - NS3.1 changed to this value to prevent building placed in vents from sinking. Just use this value only when placing to fix bullets sparking on it.
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if (inGetSizeToPlace)
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{
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outMaxSize.z = 73.0;
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}
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theSuccess = true;
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break;
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@ -1711,7 +1736,12 @@ bool AvHSHUGetSizeForTech(AvHMessageID inMessageID, Vector& outMinSize, Vector&
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case BUILD_SIEGE:
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outMinSize = Vector(-16, -16, 0);
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outMaxSize = Vector(16.0, 16.0, 73.0 /*62.1931*/ /*50.6678*/);
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outMaxSize = Vector(16.0, 16.0, 50.6678 /*62.1931*/);
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// 2024 - NS3.1 changed to this value to prevent building placed in vents from sinking. Just use this value only when placing to fix bullets sparking on it.
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if (inGetSizeToPlace)
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{
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outMaxSize.z = 73.0;
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}
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theSuccess = true;
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break;
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@ -1767,7 +1797,7 @@ bool AvHSHUGetSizeForTech(AvHMessageID inMessageID, Vector& outMinSize, Vector&
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theSuccess = true;
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break;
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}
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return theSuccess;
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}
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