Yes, just like HL2's.Hellser wrote:I suppose this will be like HL2's tracer method (the game internally uses hitscans, but spawns a 'projectile' tracer to go where the hitscan landed).
You would need +PUFFONACTORS. Possibly +ALWAYSPUFF too. But the good news is, you can use +HITTRACER to detect if you hit something shootable. Then you just need to check flags for things like SHOOTABLE or NOBLOOD and that will determine whether to perform anything or just go to a state with TNT1 A 0 frame and call it a day.Hellser wrote:Will this work if the puff itself wasn't spawned? Say, hitting a bloody target?
But to answer your question, it does in fact require the puff to spawn. It's the lesser evil of the two options because unfortunately, there was no way I could have the projectile accurately predict the spot with offsets applied. A_FireBullets and A_CustomBulletAttack both lack the ability to shoot with offsets, and that's because they were built with the assumption it would always come from the center, roughly.
...Now that I think about it, I might want to consider adding a check for a Sky State if +SKYEXPLODE is specified. There's no way to currently tell if a puff hits a line horizon. Hmmm...