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Slightly increased the minimum intensity of the visualization effect colors
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1 changed files with 4 additions and 3 deletions
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@ -127,9 +127,9 @@ namespace app::sv_animcmd {
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AttackModule_set_attack_lua_state(LOAD64(LOAD64(a1 - 8) + 416LL), a1);
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if (HITBOX_VIS && is_training_mode()) { // generate hitbox effect(s)
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float color_t;
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float color_scale;
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if (false) { // color intensity scales with damage
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color_t = 0.5f + 0.5f * powf(unlerp_bounded(1.0f, 18.0f, damage.raw_float), 0.5f); // non-linear scaling to magnify differences at lower damage levels
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color_scale = unlerp_bounded(1.0f, 18.0f, damage.raw_float);
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} else { // color intensity scales with total KB
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// calculate the expected KB a character with 95 weight will receive at 80% pre-hit
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float TARGET_PERCENT = 80.0f;
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@ -142,8 +142,9 @@ namespace app::sv_animcmd {
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}
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float weight_component = 200.0f / (TARGET_WEIGHT + 100);
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float kb = (percent_component * weight_component * 1.4f + 18.0f) * (kbg.raw * 0.01f) + bkb.raw;
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color_t = 0.5f + 0.5f * powf(unlerp_bounded(50.0f, 200.0f, kb), 0.5f); // non-linear scaling to magnify differences at lower KB levels
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color_scale = unlerp_bounded(50.0f, 200.0f, kb);
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}
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float color_t = 0.6f + 0.4f * powf(color_scale, 0.5f); // non-linear scaling to magnify differences at lower values
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Vector3f color = color_lerp({ 1.0f, 1.0f, 1.0f }, ID_COLORS[id.raw % 8], color_t);
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generate_hitbox_effects(&l2c_agent, &bone, &size, &x, &y, &z, &x2, &y2, &z2, &color);
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}
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