Damage System Rewrite
New damage system, much easier to understand Splash damage support Hardpoint armor consolidated with hull armor Minimap shows view cone New industry standard palette for temperature display Temperature range display contains palette Restoring loadouts now ignores temperature and armor Items can ignore thermal mass when adding heat Burst weapons can consume single ammo (mainly shotguns) New missile type that follows crosshairs New airburst projectile type that deals splash damage Auto Shotgun and Charged Shotgun
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55 changed files with 14253 additions and 2206 deletions
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@ -36,9 +36,6 @@ public class EntityPack
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[Key(8)]
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public bool2[,] Conductivity;
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[Key(9)]
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public Dictionary<int, float> HardpointArmor;
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[Key(10)]
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public int[] DockingBayAssignments;
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@ -79,7 +76,6 @@ public class EntityPack
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pack.Temperature = entity.Temperature;
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pack.Conductivity = entity.HullConductivity;
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var hullData = entity.ItemManager.GetData(entity.Hull) as HullData;
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pack.HardpointArmor = entity.HardpointArmor.ToDictionary(x => hullData.Hardpoints.IndexOf(x.Key), x => x.Value);
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pack.Children = entity.Children.Select(Pack).ToArray();
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return pack;
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}
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@ -135,11 +131,16 @@ public class EntityPack
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.Zip(pack.PersistedBehaviors[item.Position], (behavior, data) => new{behavior, data})))
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persistentBehaviorData.behavior.Restore(persistentBehaviorData.data);
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entity.Temperature = pack.Temperature;
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entity.Armor = pack.Armor;
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var hullData = entity.ItemManager.GetData(entity.Hull) as HullData;
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entity.HullConductivity = pack.Conductivity;
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entity.HardpointArmor = pack.HardpointArmor.ToDictionary(x => hullData.Hardpoints[x.Key], x => x.Value);
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if(!instantiate)
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entity.Temperature = pack.Temperature;
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if(!instantiate)
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entity.Armor = pack.Armor;
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var hullData = itemManager.GetData(entity.Hull);
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foreach(var v in hullData.Shape.Coordinates)
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entity.HullConductivity[v.x,v.y] = pack.Conductivity[v.x,v.y];
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}
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public int Price(ItemManager itemManager)
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