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Possible Error in Explosive Damage Falloff Calculation

Posted: Thu Nov 23, 2017 5:18 pm
by faket15
In the GetUnitDamageRatio function in X2Effect_ApplyExplosiveFalloffWeaponDamage when you check whether or not the distance ratio is greater or equal than the current step you should actually be checking whether or not it is lesser than the current step and greater or equal to the last one like it is done for environmental damage falloff. The way it works now ignores the first step.