I've never known what it did, either...
I just read the source code, and immediately did this:
First, it checks your energy.
If you have exactly 40 energy (Maximum energy for Rogue Angel), it shoots 40 bullets that cause 0.1 damage from the location "0 0 0" in the direction of "0 0 0".
Otherwise, it shoots 1 bullet for each whole number of energy you have. Each of which cause 0.3 damage, but still originate at the map origin and fire in no direction.
Either way,
(TLDR;) it drains your (the user, not the target's) energy.
Also, the code is redundant and stupid.
I have a solution, though...
We can modify the following functions to fail upon detection of an active nova pack:
- function DeployableRocket::verifyTarget(%this, %target)
- function NeuroTurret::verifyTarget(%this, %target)
- function StingerMissile::verifyTarget(%this, %target)
The last function doesn't currently exist, but could be added to the stinger file.
Example:
Code: Select all
function StingerMissile::verifyTarget(%this, %target)
{
return (Player::getMountedItem(%target, $BackPackSlot) == "NovaPack" && Player::isTriggered(%target, $BackPackSlot));
}