From bc4e4263e714f9b1eff58f2c39bb714a3564b2e6 Mon Sep 17 00:00:00 2001 From: GalacticMoblin <100473309+GalacticMoblin@users.noreply.github.com> Date: Tue, 17 Oct 2023 14:36:46 +0100 Subject: Fix a crash related to Arc Cannon (#681) Fixes an issue where dying while the Arc Cannon beam is hurting someone would cause an error. Co-authored-by: Dinorush <62536724+Dinorush@users.noreply.github.com> --- .../mod/scripts/vscripts/weapons/_arc_cannon.nut | 62 ++++++++-------------- 1 file changed, 22 insertions(+), 40 deletions(-) diff --git a/Northstar.Custom/mod/scripts/vscripts/weapons/_arc_cannon.nut b/Northstar.Custom/mod/scripts/vscripts/weapons/_arc_cannon.nut index 01138967..defb1a56 100644 --- a/Northstar.Custom/mod/scripts/vscripts/weapons/_arc_cannon.nut +++ b/Northstar.Custom/mod/scripts/vscripts/weapons/_arc_cannon.nut @@ -536,12 +536,6 @@ function ZapTarget( zapInfo, target, beamStartPos, beamEndPos, chainNum = 1 ) thread CreateArcCannonBeam( zapInfo.weapon, target, beamStartPos, beamEndPos, zapInfo.player, ARC_CANNON_BEAM_LIFETIME, zapInfo.radius, boltWidth, 5, true, firstBeam ) #if SERVER - local isMissile = ( target.GetClassName() == "rpg_missile" ) - if ( !isMissile ) - wait ARC_CANNON_FORK_DELAY - else - wait 0.05 - local deathPackage = damageTypes.arcCannon float damageAmount @@ -569,40 +563,20 @@ function ZapTarget( zapInfo, target, beamStartPos, beamEndPos, chainNum = 1 ) bool hasFastPacitor = false bool noArcing = false - if ( IsValid( zapInfo.weapon ) ) - { - entity weap = expect entity( zapInfo.weapon ) - hasFastPacitor = weap.GetWeaponInfoFileKeyField( "push_apart" ) != null && weap.GetWeaponInfoFileKeyField( "push_apart" ) == 1 - noArcing = weap.GetWeaponInfoFileKeyField( "no_arcing" ) != null && weap.GetWeaponInfoFileKeyField( "no_arcing" ) == 1 - } + entity weapon = expect entity( zapInfo.weapon ) + hasFastPacitor = weapon.GetWeaponInfoFileKeyField( "push_apart" ) != null && weapon.GetWeaponInfoFileKeyField( "push_apart" ) == 1 + noArcing = weapon.GetWeaponInfoFileKeyField( "no_arcing" ) != null && weapon.GetWeaponInfoFileKeyField( "no_arcing" ) == 1 + float critScale = weapon.GetWeaponSettingFloat( eWeaponVar.critical_hit_damage_scale ) if ( target.GetArmorType() == ARMOR_TYPE_HEAVY ) { - if ( IsValid( zapInfo.weapon ) ) - { - entity weapon = expect entity( zapInfo.weapon ) - damageMin = weapon.GetWeaponSettingInt( damageFarValueTitanArmor ) - damageMax = weapon.GetWeaponSettingInt( damageNearValueTitanArmor ) - } - else - { - damageMin = 100 - damageMax = zapInfo.player.IsNPC() ? 1200 : 800 - } + damageMin = weapon.GetWeaponSettingInt( damageFarValueTitanArmor ) + damageMax = weapon.GetWeaponSettingInt( damageNearValueTitanArmor ) } else { - if ( IsValid( zapInfo.weapon ) ) - { - entity weapon = expect entity( zapInfo.weapon ) - damageMin = weapon.GetWeaponSettingInt( damageFarValue ) - damageMax = weapon.GetWeaponSettingInt( damageNearValue ) - } - else - { - damageMin = 120 - damageMax = zapInfo.player.IsNPC() ? 140 : 275 - } + damageMin = weapon.GetWeaponSettingInt( damageFarValue ) + damageMax = weapon.GetWeaponSettingInt( damageNearValue ) if ( target.IsNPC() ) { @@ -612,11 +586,10 @@ function ZapTarget( zapInfo, target, beamStartPos, beamEndPos, chainNum = 1 ) } - local chargeRatio = GetArcCannonChargeFraction( zapInfo.weapon ) - if ( IsValid( zapInfo.weapon ) && !zapInfo.weapon.GetWeaponSettingBool( eWeaponVar.charge_require_input ) ) + local chargeRatio = GetArcCannonChargeFraction( weapon ) + if ( !weapon.GetWeaponSettingBool( eWeaponVar.charge_require_input ) ) { // use distance for damage if the weapon auto-fires - entity weapon = expect entity( zapInfo.weapon ) float nearDist = weapon.GetWeaponSettingFloat( damageNearDistance ) float farDist = weapon.GetWeaponSettingFloat( damageFarDistance ) @@ -629,10 +602,19 @@ function ZapTarget( zapInfo, target, beamStartPos, beamEndPos, chainNum = 1 ) damageAmount = GraphCapped( zapInfo.chargeFrac, 0, chargeRatio, damageMin, damageMax ) } local damageFalloff = ARC_CANNON_DAMAGE_FALLOFF_SCALER - if ( IsValid( zapInfo.weapon ) && zapInfo.weapon.HasMod( "splitter" ) ) + if ( weapon.HasMod( "splitter" ) ) damageFalloff = SPLITTER_DAMAGE_FALLOFF_SCALER damageAmount *= pow( damageFalloff, chainNum - 1 ) + local isMissile = ( target.GetClassName() == "rpg_missile" ) + if ( !isMissile ) + wait ARC_CANNON_FORK_DELAY + else + wait 0.05 + + if ( !IsValid( target ) || !IsValid( zapInfo.player ) ) + return + local dmgSourceID = zapInfo.dmgSourceID // Update Later - This shouldn't be done here, this is not where we determine if damage actually happened to the target @@ -660,13 +642,13 @@ function ZapTarget( zapInfo, target, beamStartPos, beamEndPos, chainNum = 1 ) // Do 3rd person effect on the body asset effect string tag - target.TakeDamage( damageAmount, zapInfo.player, zapInfo.player, { origin = beamEndPos, force = Vector(0,0,0), scriptType = deathPackage, weapon = zapInfo.weapon, damageSourceId = dmgSourceID,criticalHitScale = zapInfo.weapon.GetWeaponSettingFloat( eWeaponVar.critical_hit_damage_scale ) } ) + target.TakeDamage( damageAmount, zapInfo.player, zapInfo.player, { origin = beamEndPos, force = Vector(0,0,0), scriptType = deathPackage, weapon = zapInfo.weapon, damageSourceId = dmgSourceID,criticalHitScale = critScale } ) //vector dir = Normalize( beamEndPos - beamStartPos ) //vector velocity = dir * 600 //PushPlayerAway( target, velocity ) //PushPlayerAway( expect entity( zapInfo.player ), -velocity ) - if ( IsValid( zapInfo.weapon ) && hasFastPacitor ) + if ( IsValid( weapon ) && hasFastPacitor ) { if ( IsAlive( target ) && IsAlive( expect entity( zapInfo.player ) ) && target.IsTitan() ) { -- cgit v1.2.3