adjust death aura

- prevent accidentally killing cast pal
This commit is contained in:
NightFyre 2024-01-29 15:08:41 -05:00
parent 84ee645158
commit e2986241c8
2 changed files with 12 additions and 3 deletions

View File

@ -556,6 +556,14 @@ void SendDamageToActor(APalCharacter* pTarget, int32 damage, bool bSpoofAttacker
void DeathAura(__int32 dmgAmount, float mDistance, bool bIntensityEffect, bool bVisualAffect, EPalVisualEffectID visID) void DeathAura(__int32 dmgAmount, float mDistance, bool bIntensityEffect, bool bVisualAffect, EPalVisualEffectID visID)
{ {
APalCharacter* pPalCharacter = Config.GetPalPlayerCharacter(); APalCharacter* pPalCharacter = Config.GetPalPlayerCharacter();
if (!pPalCharacter)
return;
UPalCharacterParameterComponent* pParams = pPalCharacter->CharacterParameterComponent;
if (!pParams)
return;
APalCharacter* pPlayerPal = pParams->OtomoPal;
TArray<APalCharacter*> outPals; TArray<APalCharacter*> outPals;
if (!Config.GetTAllPals(&outPals)) if (!Config.GetTAllPals(&outPals))
@ -566,7 +574,7 @@ void DeathAura(__int32 dmgAmount, float mDistance, bool bIntensityEffect, bool b
{ {
APalCharacter* cEnt = outPals[i]; APalCharacter* cEnt = outPals[i];
if (!cEnt || !cEnt->IsA(APalMonsterCharacter::StaticClass())) if (!cEnt || !cEnt->IsA(APalMonsterCharacter::StaticClass()) || cEnt == pPlayerPal)
continue; continue;
float distanceTo = GetDistanceToActor(pPalCharacter, cEnt); float distanceTo = GetDistanceToActor(pPalCharacter, cEnt);
@ -581,6 +589,7 @@ void DeathAura(__int32 dmgAmount, float mDistance, bool bIntensityEffect, bool b
if (bVisualAffect && pVisComp) if (bVisualAffect && pVisComp)
{ {
FPalVisualEffectDynamicParameter fvedp; FPalVisualEffectDynamicParameter fvedp;
if (!pVisComp->ExecutionVisualEffects.Count())
pVisComp->AddVisualEffect_ToServer(visID, fvedp, 1); // uc: killer1478 pVisComp->AddVisualEffect_ToServer(visID, fvedp, 1); // uc: killer1478
} }
SendDamageToActor(cEnt, dmgAmount); SendDamageToActor(cEnt, dmgAmount);

View File

@ -777,7 +777,7 @@ namespace DX11_Base
TeleportAllPalsToCrosshair(Config.mDebugEntCapDistance); TeleportAllPalsToCrosshair(Config.mDebugEntCapDistance);
if (Config.IsDeathAura) if (Config.IsDeathAura)
DeathAura(Config.mDeathAuraAmount, Config.mDeathAuraDistance); DeathAura(Config.mDeathAuraAmount, Config.mDeathAuraDistance, true);
// //
// SetDemiGodMode(Config.IsMuteki); // SetDemiGodMode(Config.IsMuteki);
} }