a 'missed' missile hit another enemy unit/structure accidently.
I think the current 'combat hit' system is a blend of none,it doesnt have the flexiblity of 'real' projectile with bounding box,nor the resource-saving feature of a 'pure DICE' system.
The 'missed' shot's 'miss spread' is too big too,I think the 'miss spread' value should be calculated from a droid's base accuracy and other factors,not some #define values and some rand() things.
I think we should change the current 'combat hit' system to 'real' projectile,maybe treating each projectile as a droid,which can get its own 'Naybors' and HP/other stats,possibly make larger projectiles shootable.Whenever a projectile gets too close to one of its 'Naybors' and vector z diff between the projectile and the 'Naybor' is acceptable,it explodes and causes damage to the 'victim Naybor(s)'.(to 'fake' bounding box and saves some resources)
List of things need to be changed:
1.GetNaybors for projectile objects in projectile.c.
2.Global info for projectile naybors in projectile.c.
3.Change the 'hit'/'missed' calculation to be more 'realistic',uses x,y offsets instead of #define constants.
4.Some changes in projectile update/inFlight/impact functions in projectile.c.
Any thoughts/ideas?


