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Do not sync player projectiles as enemy projectiles
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2 changed files with 3 additions and 2 deletions
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@ -28,7 +28,7 @@ end
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local function get_sync_entities()
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local entities = EntityGetWithTag("enemy") -- TODO maybe only sync those close to players?
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table_extend_filtered(entities, EntityGetWithTag("projectile"), function (ent)
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return not EntityHasTag(ent, "projectile_player")
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return not (EntityHasTag(ent, "ew_shot_by_player") or EntityHasTag(ent, "projectile_player"))
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end)
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return entities
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end
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@ -57,7 +57,7 @@ function enemy_sync.host_upload_entities()
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if damage_model ~= nil then
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ComponentSetValue2(damage_model, "wait_for_kill_flag_on_death", true)
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if hp <= 0 then
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ComponentSetValue2(damage_model, "kill_now", true)
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ComponentSetValue2(damage_model, "kill_now", true) -- TODO this causes all kills to count as accidental
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end
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end
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1
init.lua
1
init.lua
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@ -28,6 +28,7 @@ function OnProjectileFired(shooter_id, projectile_id, initial_rng, position_x, p
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if not EntityHasTag(shooter_id, "player_unit") and not EntityHasTag(shooter_id, "ew_client") then
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return -- Not fired by player, we don't care about it (for now?)
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end
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EntityAddTag(projectile_id, "ew_shot_by_player")
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local projectileComponent = EntityGetFirstComponentIncludingDisabled(projectile_id, "ProjectileComponent")
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local entity_that_shot = ComponentGetValue2(projectileComponent, "mEntityThatShot")
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