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Cleanup for weapon explosions #7573
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Cleanup for weapon explosions #7573
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didhit
is calculated byPlrHitMonst
/PlrHitPlr
and this calculates if the hit can fail. This check is used to calculate the damage (0 if the hit failed).In
AddWeaponExplosion
we callCheckMissileCol
and this callsPlr2PlrMHit
/MonsterMHit
. These functions also calculate if the missile hits or not.Does the weapon explosion now have to pass two hit checks instead of one? 🤔
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Yes, I did this on purpose to match the behavior of elemental arrows. For arrows, the elemental explosion can't even spawn unless the arrow connects with a target so we can't really fix that behavior without refactoring the collision logic or adding yet another parameter.
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I looked at the arrow logic and I'm with you.
It just showed me that we are changing / nerfing the elemental damage. But I'm fine with aligning it with the way elemental arrows are handled.