Possible Error in Explosive Damage Falloff Calculation

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faket15
Posts: 111
Joined: Fri Jun 30, 2017 6:41 pm

Possible Error in Explosive Damage Falloff Calculation

Post 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.
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