Asteroth
Asteroth
...Instead of just objects.
A simple copy of the same function on `ai_helper`, now usable on plain ships too.
Due to all the attention on the warp portal recently, I noticed some strange inconsistencies with the 'warp glow', a simple bitmap at the center of the portal, which flickers...
And honestly I'm not sure how to fix it. Here's an exerpt, this is after loading a model it goes through all the path which have a valid subsystem as...
I.e. the click was only held briefly. This seems to be by design? `PointerEvent` only has `Option` meaning that if the click is held too long and does not count...
I considered having shockwaves do this too, but having "esuck" missiles suddenly start draining double the amount is probably not a good idea... so a problem for later. Additionally, this...
If a weapon's shockwave damage has not been specified via table, `ShockwaveDamage` should return -1 instead of 0, and otherwise return the value set via table, allowing scripts to disambiguate...
Instead of searching for live debris, and then searching for that debris' parent, and then blowing them up, simply search for the submodels with live debris and blow them up...
If a beam spawned via script, via a runSEXP `beam-create`, is not used elsewhere traditionally in the mission it's graphics will not be loaded, and its sections will be invisible....