optimizations + bugfixes
* Bombs explode on damage/explosion * Orbits spell fixed * Performance: implemented shared component indexes, compiled Lua caching, and updates only for changed projectile fields. Also removed accumulating hidden entity slots.
This commit is contained in:
1 parent
87bff164f1
commit
a34f42d53e
17 files changed
+727
-131
No files matched your search
@@ -59,6 +59,7 @@ int shot_flags(int typeFlags, int dz) { return ((dz >> 10) & 1) != 0 ? (typeFlag
|
||||
bool victim_at(vec2 pos, int shooter, int herd, int flags, int age, out int hit) {
|
||||
hit = -1;
|
||||
for (int k = 0; k < ctrl.inp.w; ++k) {
|
||||
if (ents[k].ex19.w == -float(gl_GlobalInvocationID.x + 1u)) continue; // its own damage proxy
|
||||
const int kind = ents[k].st.x;
|
||||
if (kind == 0 && (ents[k].st.w & 64) != 0 && ents[k].ex19.w > 0.5) { // a worm's segment (WormComponent hitbox_radius around every part): the hit goes to the worm
|
||||
const int root = int(ents[k].ex19.w) - 1;
|
||||
|
||||
Reference in new issue
Block a user