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https://github.com/RYDE-WORK/ballistica.git
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Syncing latest changes between public/private.
This commit is contained in:
commit
ebf3d276e5
@ -4135,16 +4135,16 @@
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"assets/build/windows/x64/vc_redist.x64.exe": "https://files.ballistica.net/cache/ba1/ea/19/8b8787d81abcdce158ba608cd24f",
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"assets/build/windows/x64/vcruntime140_1d.dll": "https://files.ballistica.net/cache/ba1/11/d8/ff6344b429b00c24d9a1930d4338",
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"assets/build/windows/x64/vcruntime140d.dll": "https://files.ballistica.net/cache/ba1/20/33/0825e11e6518f87ece3009309933",
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"build/prefab/linux-server/debug/dist/ballisticacore_headless": "https://files.ballistica.net/cache/ba1/b8/7d/8fb23522c5431b80f43518d52bc1",
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"build/prefab/linux-server/release/dist/ballisticacore_headless": "https://files.ballistica.net/cache/ba1/2b/1b/a7c5f57925c5af6c4af7fb144f03",
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"build/prefab/linux/debug/ballisticacore": "https://files.ballistica.net/cache/ba1/84/e3/a6538c8ae4861d182eeb435d9918",
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"build/prefab/linux/release/ballisticacore": "https://files.ballistica.net/cache/ba1/18/7a/02301ecf6287c8103d72a18702a5",
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"build/prefab/mac-server/debug/dist/ballisticacore_headless": "https://files.ballistica.net/cache/ba1/ee/07/cf35aa850c673b3c505d62ec4435",
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"build/prefab/mac-server/release/dist/ballisticacore_headless": "https://files.ballistica.net/cache/ba1/9e/5c/64299df2b8eb147cc19e1d3035a1",
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"build/prefab/mac/debug/ballisticacore": "https://files.ballistica.net/cache/ba1/f4/ed/216d2257dd2b421c4e4d060c0d33",
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"build/prefab/mac/release/ballisticacore": "https://files.ballistica.net/cache/ba1/07/6f/ec5b94e8089a56a01f97c90fb2f9",
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"build/prefab/windows-server/debug/dist/ballisticacore_headless.exe": "https://files.ballistica.net/cache/ba1/f4/09/8c42bebbfb28b1ebb060a7e9f0c7",
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"build/prefab/windows-server/release/dist/ballisticacore_headless.exe": "https://files.ballistica.net/cache/ba1/ff/43/ec16a091f0b9cfb77e9f7bab1f25",
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"build/prefab/windows/debug/BallisticaCore.exe": "https://files.ballistica.net/cache/ba1/20/42/1f9000faf46cb8de8db34aac2178",
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"build/prefab/windows/release/BallisticaCore.exe": "https://files.ballistica.net/cache/ba1/b7/86/f2da432d7b177d9556c577fa6391"
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"build/prefab/linux-server/debug/dist/ballisticacore_headless": "https://files.ballistica.net/cache/ba1/05/0d/bc658d9bcf94d07bde0812c3f4a7",
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"build/prefab/linux-server/release/dist/ballisticacore_headless": "https://files.ballistica.net/cache/ba1/2f/ce/d2018415a449ad310a68970ac848",
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"build/prefab/linux/debug/ballisticacore": "https://files.ballistica.net/cache/ba1/4e/60/bbf2bf14e58835ea71897366674c",
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"build/prefab/linux/release/ballisticacore": "https://files.ballistica.net/cache/ba1/7b/7b/5c7d8989c1cf1a34c3b84390d26d",
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"build/prefab/mac-server/debug/dist/ballisticacore_headless": "https://files.ballistica.net/cache/ba1/d2/33/f26482f85d7e3fe349badc83fb38",
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"build/prefab/mac-server/release/dist/ballisticacore_headless": "https://files.ballistica.net/cache/ba1/24/30/0a93d6fb06eaf30e698900f7719f",
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"build/prefab/mac/debug/ballisticacore": "https://files.ballistica.net/cache/ba1/c9/7f/d3d4952829448c53ad93c4a7a7f6",
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"build/prefab/mac/release/ballisticacore": "https://files.ballistica.net/cache/ba1/64/40/0e1838ce963ebc0ff5927d2ef096",
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"build/prefab/windows-server/debug/dist/ballisticacore_headless.exe": "https://files.ballistica.net/cache/ba1/3b/3b/13e222119a4fae02a43ebca3a2e1",
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"build/prefab/windows-server/release/dist/ballisticacore_headless.exe": "https://files.ballistica.net/cache/ba1/5b/90/2f7e0be10cf2e4681902b1dbfac5",
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"build/prefab/windows/debug/BallisticaCore.exe": "https://files.ballistica.net/cache/ba1/8e/76/6b1a723d85bc9fd81ca44f71c653",
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"build/prefab/windows/release/BallisticaCore.exe": "https://files.ballistica.net/cache/ba1/11/cd/8152982a3b7f9970cde209470f9c"
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}
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@ -10,3 +10,7 @@
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### Roman Trapeznikov
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- Bug fixes and code cleanup
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### Benefit-Zebra
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- Unofficial BombSquad Bug Finder
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- Code Cleanup
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@ -718,10 +718,16 @@ class Bomb(ba.Actor):
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# By default our hit type/subtype is our own, but we pick up types of
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# whoever sets us off so we know what caused a chain reaction.
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# UPDATE (July 2020): not inheriting hit-types anymore; this causes
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# weird effects such as land-mines inheriting 'punch' hit types and
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# then not being able to destroy certain things they normally could,
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# etc. Inheriting owner/source-node from things that set us off
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# should be all we need I think...
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self.hit_type = 'explosion'
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self.hit_subtype = self.bomb_type
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# The node this came from.
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# FIXME: can we unify this and source_player?
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self.owner = owner
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# Adding footing-materials to things can screw up jumping and flying
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@ -1005,12 +1011,13 @@ class Bomb(ba.Actor):
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ba.playsound(factory.activate_sound, 0.5, position=self.node.position)
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def _handle_hit(self, msg: ba.HitMessage) -> None:
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ispunch = (msg.srcnode and msg.srcnode.getnodetype() == 'spaz')
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ispunched = (msg.srcnode and msg.srcnode.getnodetype() == 'spaz')
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# Normal bombs are triggered by non-punch impacts;
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# impact-bombs by all impacts.
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if (not self._exploded and not ispunch
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or self.bomb_type in ['impact', 'land_mine']):
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if (not self._exploded and
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(not ispunched or self.bomb_type in ['impact', 'land_mine'])):
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# Also lets change the owner of the bomb to whoever is setting
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# us off. (this way points for big chain reactions go to the
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# person causing them).
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@ -1021,13 +1028,15 @@ class Bomb(ba.Actor):
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# Also inherit the hit type (if a landmine sets off by a bomb,
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# the credit should go to the mine)
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# the exception is TNT. TNT always gets credit.
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if self.bomb_type != 'tnt':
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self.hit_type = msg.hit_type
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self.hit_subtype = msg.hit_subtype
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# UPDATE (July 2020): not doing this anymore. Causes too much
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# weird logic such as bombs acting like punches. Holler if
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# anything is noticeably broken due to this.
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# if self.bomb_type != 'tnt':
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# self.hit_type = msg.hit_type
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# self.hit_subtype = msg.hit_subtype
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ba.timer(100 + int(random.random() * 100),
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ba.WeakCall(self.handlemessage, ExplodeMessage()),
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timeformat=ba.TimeFormat.MILLISECONDS)
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ba.timer(0.1 + random.random() * 0.1,
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ba.WeakCall(self.handlemessage, ExplodeMessage()))
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assert self.node
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self.node.handlemessage('impulse', msg.pos[0], msg.pos[1], msg.pos[2],
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msg.velocity[0], msg.velocity[1],
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