Fire clamps the delivery range to Range; smoke-rounds keeps the template's falloff ratio; fixtures follow the gate
Not yet verified together. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
parent
6025009b24
commit
aed269ad94
4 changed files with 18 additions and 7 deletions
|
|
@ -723,8 +723,9 @@ public static class FireControl
|
|||
Target = engaged,
|
||||
Weapon = item,
|
||||
Aimed = source.ResolvedTargetItem,
|
||||
// The one place a shot's damage meets range, frozen here: BurstReach is where the payload is delivered.
|
||||
Damage = (damageOverride ?? weapon.Damage) * weapon.RangeFactor(solution.BurstReach),
|
||||
// The one place a shot's damage meets range, frozen here: BurstReach is where the payload is delivered. A burst is
|
||||
// never farther than Range (it is pulled back to it), so rounding in its distance must not read as beyond it.
|
||||
Damage = (damageOverride ?? weapon.Damage) * weapon.RangeFactor(min(solution.BurstReach, weapon.Range)),
|
||||
Penetration = weapon.Penetration,
|
||||
DamageSpread = weapon.DamageSpread,
|
||||
DamageType = weapon.WeaponData.DamageType,
|
||||
|
|
|
|||
Loading…
Reference in a new issue