rendered paste bodyIndex: rts/Game/GameHelper.cpp===================================================================--- rts/Game/GameHelper.cpp (revision 3879)+++ rts/Game/GameHelper.cpp (working copy)@@ -109,8 +109,8 @@ float dist1 = dist; if (dist1 > radius) dist1 = radius;- float mod =(radius-dist1)/(radius-dist1*edgeEffectiveness);- float mod2=(radius-dist2)/(radius-dist2*edgeEffectiveness);+ float mod =(dist1*edgeEffectiveness+radius-dist1)/(radius);+ float mod2=(dist2*edgeEffectiveness+radius-dist2)/(radius); dif/=dist; // dist > (*ui)->radius+0.1f, see above dif.y+=0.12f; Index: rts/Sim/Units/COB/CobInstance.cpp===================================================================--- rts/Sim/Units/COB/CobInstance.cpp (revision 3879)+++ rts/Sim/Units/COB/CobInstance.cpp (working copy)@@ -97,6 +97,11 @@ #define DO_SEISMIC_PING 92 // get #define CURRENT_FUEL 93 // set or get #define TRANSPORT_ID 94 // get+#define BONUS_SHIELD_MODE 95 // set or get+#define BONUS_SHIELD_DIR 96 // set or get through get, for multiple args+#define BONUS_SHIELD_SAVED_ADD 97 // set or get+#define BONUS_SHIELD_MAX_DAMAGE 98 // set or get+#define BONUS_SHIELD_MIN_DAMAGE 99 // set or get CCobInstance::CCobInstance(CCobFile& _script, CUnit* _unit) : script(_script)@@ -1091,6 +1096,25 @@ return (int)(unit->currentFuel * COBSCALE); case TRANSPORT_ID: return unit->transporter?unit->transporter->id:-1;+ case BONUS_SHIELD_MODE:+ return unit->bonusShieldMode;+ case BONUS_SHIELD_DIR:+ switch(p1){+ case -2: unit->bonusShieldDir=float3(p2/(float)COBSCALE,p3/(float)COBSCALE,p4/(float)COBSCALE);+ case 1: return int(unit->bonusShieldDir.x * COBSCALE);+ case 2: return int(unit->bonusShieldDir.y * COBSCALE);+ case 3: return int(unit->bonusShieldDir.z * COBSCALE);+ case 11: unit->bonusShieldDir.x=(p2/(float)COBSCALE); return p2;+ case 12: unit->bonusShieldDir.y=(p2/(float)COBSCALE); return p2;+ case 13: unit->bonusShieldDir.z=(p2/(float)COBSCALE); return p2;+ default: return(-1);+ }+ case BONUS_SHIELD_SAVED_ADD:+ return int(unit->bonusShieldSavedAdd * COBSCALE);+ case BONUS_SHIELD_MAX_DAMAGE:+ return int((unit->bonusShieldAvgDamage + unit->bonusShieldDifDamage) * COBSCALE);+ case BONUS_SHIELD_MIN_DAMAGE:+ return int((unit->bonusShieldAvgDamage - unit->bonusShieldDifDamage) * COBSCALE); default: logOutput.Print("CobError: Unknown get constant %d (params = %d %d %d %d)", val, p1, p2, p3, p4);@@ -1242,6 +1266,22 @@ case CURRENT_FUEL: unit->currentFuel = param / (float) COBSCALE; break;+ case BONUS_SHIELD_MODE:+ unit->bonusShieldMode=param;+ break;+ case BONUS_SHIELD_DIR:+ break;+ case BONUS_SHIELD_SAVED_ADD:+ unit->bonusShieldSavedAdd=(param/(float)COBSCALE);+ break;+ case BONUS_SHIELD_MAX_DAMAGE:+ unit->bonusShieldAvgDamage=(param/(float)COBSCALE+(unit->bonusShieldAvgDamage - unit->bonusShieldDifDamage))*0.5f;+ unit->bonusShieldDifDamage=(param/(float)COBSCALE-(unit->bonusShieldAvgDamage - unit->bonusShieldDifDamage))*0.5f;+ break;+ case BONUS_SHIELD_MIN_DAMAGE:+ unit->bonusShieldAvgDamage=((unit->bonusShieldAvgDamage + unit->bonusShieldDifDamage)+param/(float)COBSCALE)*0.5f;+ unit->bonusShieldDifDamage=((unit->bonusShieldAvgDamage + unit->bonusShieldDifDamage)-param/(float)COBSCALE)*0.5f;+ break; } #endif }Index: rts/Sim/Units/Unit.cpp===================================================================--- rts/Sim/Units/Unit.cpp (revision 3879)+++ rts/Sim/Units/Unit.cpp (working copy)@@ -123,8 +123,12 @@ userAttackPos(0,0,0), crashing(false), cob(0),+ bonusShieldMode(1), bonusShieldDir(1,0,0),- bonusShieldSaved(10),+ bonusShieldSaved(0),+ bonusShieldSavedAdd(0.05f),+ bonusShieldAvgDamage(1.4f),+ bonusShieldDifDamage(0.5f), group(0), lastDamage(-100), lastFireWeapon(0),@@ -389,7 +393,7 @@ moveType->Update(); recentDamage*=0.9f;- bonusShieldSaved+=0.005f;+ bonusShieldSaved+=bonusShieldSavedAdd; if(stunned) return;@@ -577,7 +581,6 @@ health=maxHealth; } - bonusShieldSaved+=0.05f; residualImpulse*=0.6f; if (scriptCloak >= 3) {@@ -686,22 +689,38 @@ float damage=damages[armorType]; - if(damage<0){-// logOutput.Print("Negative damage");- return;- }+ if(damage>0){ - if(attacker){- SetLastAttacker(attacker);- float3 adir=attacker->pos-pos;- adir.Normalize();- bonusShieldDir+=adir*bonusShieldSaved; //not the best way to do it(but fast)- bonusShieldDir.Normalize();-// logOutput.Print("shield mult %f %f %i %i", 2-adir.dot(bonusShieldDir),bonusShieldSaved,id,attacker->id);- bonusShieldSaved=0;- damage*=1.4f-adir.dot(bonusShieldDir)*0.5f;+ if(attacker && bonusShieldMode){+ SetLastAttacker(attacker);+ float3 adir=attacker->pos-pos;+ adir.Normalize();+ if(bonusShieldMode==1){+ bonusShieldDir+=adir*bonusShieldSaved; //not the best way to do it(but fast)+ bonusShieldDir.Normalize();+ bonusShieldSaved=0;+ damage*=bonusShieldAvgDamage-adir.dot(bonusShieldDir)*bonusShieldDifDamage;+ }else{+ if(bonusShieldMode==2){+ float3 globalToUnitx=(float3(1,0,0)*(rightdir.x*bonusShieldDir.x)+float3(0,1,0)*+ (updir.x*bonusShieldDir.y)+float3(0,0,1)*(frontdir.x*bonusShieldDir.z));+ float3 globalToUnity=(float3(1,0,0)*(rightdir.y*bonusShieldDir.x)+float3(0,1,0)*+ (updir.y*bonusShieldDir.y)+float3(0,0,1)*(frontdir.y*bonusShieldDir.z));+ float3 globalToUnitz=(float3(1,0,0)*(rightdir.z*bonusShieldDir.x)+float3(0,1,0)*+ (updir.z*bonusShieldDir.y)+float3(0,0,1)*(frontdir.z*bonusShieldDir.z));+ bonusShieldDir+=(globalToUnitx*adir.x+globalToUnity*adir.y+globalToUnitz*adir.z)*bonusShieldSaved;+ bonusShieldDir.Normalize();+ }+ damage*=bonusShieldAvgDamage-adir.dot(rightdir*bonusShieldDir.x+updir*bonusShieldDir.y+ +frontdir*bonusShieldDir.z)*bonusShieldDifDamage;+ }+ }++ restTime=0; } + float experienceMod=1;+ damage*=curArmorMultiple; float3 hitDir = impulse;@@ -729,34 +748,47 @@ cob->Call(COBFN_HitByWeapon, cobargs); } - restTime=0;-- float experienceMod=1;- if(damages.paralyzeDamageTime){- paralyzeDamage+=damage;- experienceMod=0.1f; //reduce experience for paralyzers- if(health-paralyzeDamage<0){- if(stunned)- experienceMod=0; //dont get any experience for paralyzing paralyzed enemy- stunned=true;- if(paralyzeDamage>health+(maxHealth*0.025f*damages.paralyzeDamageTime)){- paralyzeDamage=health+(maxHealth*0.025f*damages.paralyzeDamageTime);+ if(damage>0){+ paralyzeDamage+=damage;+ experienceMod=0.1f; //reduce experience for paralyzers+ if(health-paralyzeDamage<0){+ if(stunned)+ experienceMod=0; //dont get any experience for paralyzing paralyzed enemy+ stunned=true;+ if(paralyzeDamage>health+(maxHealth*0.025f*damages.paralyzeDamageTime)){+ paralyzeDamage=health+(maxHealth*0.025f*damages.paralyzeDamageTime);+ } }+ }else{+ if(paralyzeDamage>0){+ experienceMod=0.1f; //gives experience for healing paralysis+ }else{+ experienceMod=0;+ } } } else {- // Dont log overkill damage (so dguns/nukes etc dont inflate values)- float statsdamage = std::min(health, damage);- if (attacker)+ if(damage>0){+ // Dont log overkill damage (so dguns/nukes etc dont inflate values)+ float statsdamage = std::min(health, damage);+ if (attacker) gs->Team(attacker->team)->currentStats.damageDealt += statsdamage;- gs->Team(team)->currentStats.damageReceived += statsdamage;- health-=damage;+ gs->Team(team)->currentStats.damageReceived += statsdamage;+ health-=damage;+ }else{+ if(maxHealth>health){+ health=std::min(maxHealth,health-=damage);+ experienceMod=0.1f; //units get some, but not much, experience for healing+ }else{+ experienceMod=0;+ }+ } } recentDamage+=damage; if(attacker!=0 && !gs->Ally(allyteam,attacker->allyteam)){ // logOutput.Print("%s has %f/%f h attacker %s do %f d",tooltip.c_str(),health,maxHealth,attacker->tooltip.c_str(),damage);- attacker->experience+=0.1f*power/attacker->power*(damage+min(0.f,health))/maxHealth*experienceMod;+ attacker->experience+=0.1f*power/attacker->power*(fabs(damage)+min(0.f,health))/maxHealth*experienceMod; attacker->ExperienceChange(); ENTER_UNSYNCED; if (((!unitDef->isCommander && uh->lastDamageWarning+100<gs->frameNum) ||Index: rts/Sim/Units/Unit.h===================================================================--- rts/Sim/Units/Unit.h (revision 3879)+++ rts/Sim/Units/Unit.h (working copy)@@ -266,8 +266,12 @@ bool crashing; bool isDead; //prevent damage from hitting an already dead unit (causing multi wreck etc) + int bonusShieldMode; //0=no bonus shield; 1=global coords, mobile; 2=unit coords, mobile (calculation heavy); 3=unit coords, locked; float3 bonusShieldDir; //units takes less damage when attacked from this dir (encourage flanking fire) float bonusShieldSaved; //how much the bonus shield can turn upon an attack(zeroed when attacked, slowly increase)+ float bonusShieldSavedAdd; //how much bonusShieldSaved builds up each slowupdate+ float bonusShieldAvgDamage; //average factor to multiply damage by+ float bonusShieldDifDamage; //(max damage - min damage)/2 bool armoredState; float armoredMultiple;Index: rts/Sim/Units/UnitDef.h===================================================================--- rts/Sim/Units/UnitDef.h (revision 3879)+++ rts/Sim/Units/UnitDef.h (working copy)@@ -345,6 +345,12 @@ float refuelTime; //time to fully refuel unit float minAirBasePower; //min build power for airbases that this aircraft can land on + int bonusShieldMode; //whether the bonusShield is active+ float3 bonusShieldDir; //units takes less damage when attacked from this dir (encourage flanking fire)+ float bonusShieldSavedAdd; //how much bonusShieldSaved builds up each update (and 10x as much each slowupdate)+ float bonusShieldMaxDamage; //maximum factor to multiply damage by+ float bonusShieldMinDamage; //minimum factor to multiply damage by+ std::vector<CExplosionGenerator*> sfxExplGens; //list of explosiongenerators for use in scripts int maxThisUnit; //number of units of this type allowed simultaniously in the gameIndex: rts/Sim/Units/UnitDefHandler.cpp===================================================================--- rts/Sim/Units/UnitDefHandler.cpp (revision 3879)+++ rts/Sim/Units/UnitDefHandler.cpp (working copy)@@ -434,6 +434,12 @@ tdfparser.GetDef(ud.refuelTime, "5", "UNITINFO\\refueltime"); tdfparser.GetDef(ud.minAirBasePower, "0", "UNITINFO\\minairbasepower"); + tdfparser.GetDef(ud.bonusShieldMode, "1", "UNITINFO\\bonusShieldMode");+ ud.bonusShieldDir=tdfparser.GetFloat3(float3(1,0,0), "UNITINFO\\bonusShieldDir");+ tdfparser.GetDef(ud.bonusShieldSavedAdd, "0.008", "UNITINFO\\bonusShieldSavedAdd");+ tdfparser.GetDef(ud.bonusShieldMaxDamage, "1.9", "UNITINFO\\bonusShieldMaxDamage");+ tdfparser.GetDef(ud.bonusShieldMinDamage, "0.9", "UNITINFO\\bonusShieldMinDamage");+ tdfparser.GetTDef(ud.maxThisUnit, MAX_UNITS, "UNITINFO\\UnitRestricted"); if (gameSetup) {Index: rts/Sim/Units/UnitLoader.cpp===================================================================--- rts/Sim/Units/UnitLoader.cpp (revision 3879)+++ rts/Sim/Units/UnitLoader.cpp (working copy)@@ -153,6 +153,13 @@ unit->armorType=ud->armorType; unit->floatOnWater = ud->floater || (ud->movedata && ((ud->movedata->moveType == MoveData::Hover_Move) || (ud->movedata->moveType == MoveData::Ship_Move))); unit->maxSpeed = ud->speed/30.0;+ unit->bonusShieldMode=ud->bonusShieldMode;+ unit->bonusShieldDir=ud->bonusShieldDir;+ unit->bonusShieldDir.Normalize();+ unit->bonusShieldSaved=ud->bonusShieldSavedAdd*1000;+ unit->bonusShieldSavedAdd=ud->bonusShieldSavedAdd;+ unit->bonusShieldAvgDamage=(ud->bonusShieldMaxDamage + ud->bonusShieldMinDamage)*0.5f;+ unit->bonusShieldDifDamage=(ud->bonusShieldMaxDamage - ud->bonusShieldMinDamage)*0.5f; if(ud->highTrajectoryType==1) unit->useHighTrajectory=true;Index: rts/Sim/Weapons/WeaponDefHandler.cpp===================================================================--- rts/Sim/Weapons/WeaponDefHandler.cpp (revision 3879)+++ rts/Sim/Weapons/WeaponDefHandler.cpp (working copy)@@ -247,9 +247,6 @@ weaponDefs[id].areaOfEffect=atof(sunparser->SGetValueDef("8", weaponname + "\\areaofeffect").c_str())*0.5f; weaponDefs[id].edgeEffectiveness=atof(sunparser->SGetValueDef("0", weaponname + "\\edgeEffectiveness").c_str());- // prevent 0/0 division in CGameHelper::Explosion- if (weaponDefs[id].edgeEffectiveness > 0.999f)- weaponDefs[id].edgeEffectiveness = 0.999f; weaponDefs[id].projectilespeed = atof(sunparser->SGetValueDef("0", weaponname + "\\weaponvelocity").c_str())/GAME_SPEED; weaponDefs[id].startvelocity = max(0.01f,(float)atof(sunparser->SGetValueDef("0", weaponname + "\\startvelocity").c_str())/GAME_SPEED); weaponDefs[id].weaponacceleration = atof(sunparser->SGetValueDef("0", weaponname + "\\weaponacceleration").c_str())/GAME_SPEED/GAME_SPEED;