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Description
Head Trauma Feature
Player Impact: Projectile headshots trigger temporary “brain trauma” effects. Severity derives from projectile impact energy after helmet mitigation—ranging from a momentary screen flash to severe nausea, slowness, and aim sway.
Energy Model: Each projectile exposes impactEnergy (damage × speed or KE). Headshots are detected via existing hitbox logic; without helmets, full energy applies. Helmets define absorption, stoppingPower, durabilityPerEnergy, and optional stunThreshold. Absorbed energy reduces helmet durability; the remainder feeds severity selection. Exceeding stopping capacity can still stun and degrade the helmet.
Effect Tiers:
Minor (<20): 10–20 ticks of brief blindness/flicker.
Moderate (20–60): ~5 s nausea/disorientation plus light slowness or dampened turn rate.
Severe (≥60): ~8 s confusion + stronger slowness, sprint suppression, and short aim sway. No-helmet multiplier (e.g., 1.4×) pushes more hits into higher tiers.
Configuration: Forge/JSON config exposes toggles and thresholds (enabled, tier limits, multipliers, sway duration). Helmet entries override absorption/stopping/durability factors for tuning without recompiling.
Implementation Notes:
Apply standard armor damage reduction first, then process trauma using remaining energy.
Client effects: potion statuses for nausea/blindness; custom packets for aim/turn modifiers.
Generate missing helmet assets/entries with sensible defaults; log stun-through events for balancing.
Provide server toggles to disable severe penalties for competitive play and guard client-sent stun state.