David Cernat
78234f9071
[General] Rename Event into ObjectList & WorldObject into BaseObject
7 years ago
David Cernat
32879adc5b
[General] Allow ObjectTrap to trigger traps, not just disarm them
8 years ago
David Cernat
7ac115b359
[Client] Implement sending and reading of ObjectTrap packets
8 years ago
Allofich
4e54338ce0
Implement and use getDistanceToFacedObject()
9 years ago
Allofich
0e5c3f781f
Only allow trap distance check to apply to player
9 years ago
Allofich
7de3afaa7d
Cleanups
9 years ago
Allofich
cb621939fd
Streamline trap code
9 years ago
Allofich
c1236f4113
Simplified code
9 years ago
Allofich
c02695e56d
Cleanups and fixes
9 years ago
Allofich
64d298d2b5
Use raycast distance when player activates trapped object
9 years ago
scrawl
de8e5f0db1
Restore projectiles
10 years ago
dteviot
8d7de7d1ec
Telekinesis allows safe opening of traps ( Fixes #1916 )
...
When trap activated at beyond normal activation distance, assume telekinesis used and detonate trap at trapped object's location.
Also some minor code refactoring of spellcasting.
1. Corrected parameter passed to explodeSpell().
2. For loop now correctly does an early exit.
3. Removed duplicated tests.
10 years ago
scrawl
039398c8ae
Basic RefData and CellRef change tracking
...
Wrapped item charge handling in getItemHealth function
11 years ago
scrawl
851a7d5014
Feature #957 : Handle area effects for "on touch" range
11 years ago
scrawl
0dc2e829dd
Lots of cleanup. Implemented Absorb and Resist. Implemented several instant effects. Added hand VFX.
11 years ago
scrawl
b1a29eb27e
Implement Resist & Weakness effects
11 years ago
scrawl
9b0e82a37f
Projectile models are now spawned (no movement or impact yet). Refactored trap activation to apply range types properly. Handle ContinuousVFX for magic effects (note they aren't stopped yet when the effect ends)
11 years ago