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Tame the camera shake so that it doesn't make the ui unusable when bi…
…g things start stoming around Make the lootboxes visually apparent as to what they are Shrink the size of the box and adjust cost down Increase the amount of supply given per depot as well as increasing the resources stored and decreasing cost by a small amount Make overseer basic weapon a pulse laser instead of machine gun, dps stays about the same Decrease cost of scout drone Balance the shotgun riot tanks some more
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,23 @@ | ||
-------------------------------------------------------------------------------- | ||
-------------------------------------------------------------------------------- | ||
if not gadgetHandler:IsSyncedCode() then | ||
return | ||
end | ||
-------------------------------------------------------------------------------- | ||
-------------------------------------------------------------------------------- | ||
function gadget:GetInfo() | ||
return { | ||
name = "Ignore Gibs", | ||
desc = "Makes shrapnel not call ProjectileCreated and ProjectileDestroyed", | ||
author = "GoogleFrog", | ||
date = "3 March 2019", | ||
license = "Public domain", | ||
layer = 0, | ||
enabled = true | ||
} | ||
end | ||
|
||
function gadget:Initialize() | ||
Script.SetWatchWeapon(-1, false) | ||
gadgetHandler:RemoveGadget() | ||
end |
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,83 @@ | ||
-------------------------------------------------------------------------------- | ||
-------------------------------------------------------------------------------- | ||
if not gadgetHandler:IsSyncedCode() then | ||
return | ||
end | ||
-------------------------------------------------------------------------------- | ||
-------------------------------------------------------------------------------- | ||
function gadget:GetInfo() | ||
return { | ||
name = "Noexplode Stopper", | ||
desc = "Implements noexplodes that do not penetrate shields.", | ||
author = "GoogleFrog", | ||
date = "4 Feb 2012", | ||
license = "None", | ||
layer = 50, | ||
enabled = true | ||
} | ||
end | ||
|
||
local passedProjectile = {} | ||
local shieldDamages = {} | ||
local noExplode = {} | ||
for i = 1, #WeaponDefs do | ||
shieldDamages[i] = tonumber(WeaponDefs[i].customParams.shield_damage) | ||
if WeaponDefs[i].noExplode then | ||
noExplode[i] = true | ||
end | ||
end | ||
|
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function gadget:ShieldPreDamaged(proID, proOwnerID, shieldEmitterWeaponNum, shieldCarrierUnitID, bounceProjectile) | ||
|
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--[[ | ||
-- Code that causes projectile bounce | ||
if Spring.ValidUnitID(shieldCarrierUnitID) then | ||
local px, py, pz = Spring.GetProjectilePosition(proID) | ||
local vx, vy, vz = Spring.GetProjectileVelocity(proID) | ||
local sx, sy, sz = Spring.GetUnitPosition(shieldCarrierUnitID) | ||
local rx, ry, rz = px-sx, py-sy, pz-sz | ||
local f = 2 * (rx*vx + ry*vy + rz*vz) / (rx^2 + ry^2 + rz^2) | ||
local nx, ny, nz = vx - f*rx, vy - f*ry, vz - f*rz | ||
Spring.SetProjectileVelocity(proID, nx, ny, nz) | ||
return true | ||
end | ||
return false | ||
--]] | ||
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local weaponDefID = Spring.GetProjectileDefID(proID) | ||
if passedProjectile[proID] then | ||
return true | ||
--elseif select(2, Spring.GetProjectilePosition(proID)) < 0 then | ||
-- passedProjectile[proID] = true | ||
-- return true | ||
elseif weaponDefID and shieldCarrierUnitID and shieldEmitterWeaponNum and noExplode[weaponDefID] then | ||
local _, charge = Spring.GetUnitShieldState(shieldCarrierUnitID) --FIXME figure out a way to get correct shield | ||
if charge and shieldDamages[weaponDefID] < charge then | ||
Spring.DeleteProjectile(proID) | ||
else | ||
passedProjectile[proID] = true | ||
end | ||
end | ||
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return false | ||
|
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end | ||
|
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function gadget:ProjectileDestroyed(proID) | ||
if passedProjectile[proID] then | ||
passedProjectile[proID] = false | ||
end | ||
end | ||
|
||
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function gadget:Initialize() | ||
for id, _ in pairs(noExplode) do | ||
Script.SetWatchProjectile(id, true) | ||
end | ||
end |
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