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Disable leg damage on disarmed units (#9755)
* Disable leg damage on disarmed units * import * Disable crush damage from disarmed units
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@ -24,6 +24,7 @@ abstract class LegsComp implements Posc, Rotc, Hitboxc, Flyingc, Unitc{
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@Import float x, y, rotation, speedMultiplier;
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@Import UnitType type;
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@Import Team team;
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@Import boolean disarmed;
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transient Leg[] legs = {};
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transient float totalLength;
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@ -191,7 +192,7 @@ abstract class LegsComp implements Posc, Rotc, Hitboxc, Flyingc, Unitc{
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}
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}
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if(type.legSplashDamage > 0){
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if(type.legSplashDamage > 0 && !disarmed){
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Damage.damage(team, l.base.x, l.base.y, type.legSplashRange, type.legSplashDamage * state.rules.unitDamage(team), false, true);
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}
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}
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@ -18,7 +18,7 @@ import static mindustry.Vars.*;
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@Component
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abstract class TankComp implements Posc, Flyingc, Hitboxc, Unitc, ElevationMovec{
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@Import float x, y, hitSize, rotation, speedMultiplier;
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@Import boolean hovering;
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@Import boolean hovering, disarmed;
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@Import UnitType type;
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@Import Team team;
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@ -62,7 +62,7 @@ abstract class TankComp implements Posc, Flyingc, Hitboxc, Unitc, ElevationMovec
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}
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//TODO should this apply to the player team(s)? currently PvE due to balancing
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if(type.crushDamage > 0 && (walked || deltaLen() >= 0.01f) && t != null && t.build != null && t.build.team != team
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if(type.crushDamage > 0 && !disarmed && (walked || deltaLen() >= 0.01f) && t != null && t.build != null && t.build.team != team
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//damage radius is 1 tile smaller to prevent it from just touching walls as it passes
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&& Math.max(Math.abs(dx), Math.abs(dy)) <= r - 1){
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