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Enhanced functionality for conditional impacts
This PR adds a suite of new options to the conditional impacts system, including:
- support for subsystem armor as a condition
- special cases for asteroids, debris, and empty space
- a system to detect cases where a long laser is overpenetrating its impact point, and spawn an additional effect at the laser's head to help conceal the overpenetration
- options for conditioning an effect on the ratio between damage dealt and hitpoints left
- a few other boolean options for controlling when effects can or can't play
This required a certain amount of moving things around, but I'm pretty sure I got all the code paths and behavior will not be changed given the same tables.