Open BlackDog86 opened 1 year ago
For example something like this still visualises as 'base damage' in the flyover despite the damage type of the applying effect being forced differently:
WeaponDamageEffect.EffectDamageValue.DamageType = 'Psi';
WeaponDamageEffect.EffectDamageValue.Damage = 5;
WeaponDamageEffect.bIgnoreBaseDamage = true;
WeaponDamageEffect.DamageTypes.Length=0;
WeaponDamageEffect.DamageTypes.AddItem('Psi');
Template.AddTargetEffect(WeaponDamageEffect);```
In X2Action_ApplyWeaponDamageToUnit, the following code runs which is responsible for feeding the damage type to the flyover:
This code 'prioritises' the weapon's base damage type & if it isn't able to find one, then looks for the damage type of the effect. It would be useful, for the purposes of effects which apply pure fire/poison/psi damage for the effect damage types to be fed into the flyover even when the effect is directly bound to a weapon.