Blazer missiles won't auto-detonate unless player is out of blast radius.
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2 changed files with 6 additions and 4 deletions
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@ -1,3 +1,3 @@
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[default]
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r686 \cu(Mon 12 Dec 22:07:03 CET 2022)\c-";
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SWWM_SHORTVER="\cw1.3pre r686 \cu(2022-12-12 22:07:03)\c-";
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r687 \cu(Mon 12 Dec 23:30:26 CET 2022)\c-";
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SWWM_SHORTVER="\cw1.3pre r687 \cu(2022-12-12 23:30:26)\c-";
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@ -182,7 +182,7 @@ Class HellblazerMissile : Actor
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{
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Mixin SWWMMissileFix;
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int deto;
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int deto, detact;
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Actor seektarget;
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Vector3 InitialDir, Acceleration;
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@ -235,7 +235,9 @@ Class HellblazerMissile : Actor
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Vector3 dir = vel.unit();
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if ( vel.length() > 50. ) vel = dir*50.;
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}
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if ( deto > 1 )
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// don't auto-detonate if we're too close to our shooter
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// ensures player doesn't eat up the full brunt of the blast
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if ( (deto > 1) && (!target || !SWWMUtility.SphereIntersect(target,pos,150)) )
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{
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ExplodeMissile();
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return;
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