diff --git a/Engine/source/T3D/player.cpp b/Engine/source/T3D/player.cpp index c7aef08b3..c9a54b279 100644 --- a/Engine/source/T3D/player.cpp +++ b/Engine/source/T3D/player.cpp @@ -1005,29 +1005,29 @@ void PlayerData::initPersistFields() "@brief Collision bounding box used when the player is swimming.\n\n" "@see boundingBox" ); - // Damage collision boxes changed by Skurps - addFieldV( "boxHeadPercentage", TypeRangedF32, Offset(boxHeadPercentage, PlayerData), &CommonValidators::NormalizedFloat, + // Damage collision boxes changed by Skurps + addFieldV( "boxHeadPercentage", TypeRangedF32, Offset(boxHeadPercentage, PlayerData), &CommonValidators::PositiveFloat, "@brief Percentage of the player's bounding box height that represents the head.\n\n" "Used when computing the damage location.\n" "@see Player::getDamageLocation" ); - addFieldV( "boxTorsoPercentage", TypeRangedF32, Offset(boxTorsoPercentage, PlayerData), &CommonValidators::NormalizedFloat, + addFieldV( "boxTorsoPercentage", TypeRangedF32, Offset(boxTorsoPercentage, PlayerData), &CommonValidators::PositiveFloat, "@brief Percentage of the player's bounding box height that represents the torso.\n\n" "Used when computing the damage location.\n" "@see Player::getDamageLocation" ); - addFieldV( "boxTorsoLeftPercentage", TypeRangedF32, Offset(boxTorsoLeftPercentage, PlayerData), &CommonValidators::NormalizedFloat, - "@brief Percentage of the player's bounding box width that represents the left side of the torso.\n\n" + addFieldV( "boxTorsoLeftPercentage", TypeRangedF32, Offset(boxTorsoLeftPercentage, PlayerData), &CommonValidators::NegDefaultF32, + "@brief Percentage of the player's bounding box width from center that represents the left side of the torso (should be a negative float).\n\n" "Used when computing the damage location.\n" "@see Player::getDamageLocation" ); - addFieldV( "boxTorsoRightPercentage", TypeRangedF32, Offset(boxTorsoRightPercentage, PlayerData), &CommonValidators::NormalizedFloat, - "@brief Percentage of the player's bounding box width that represents the right side of the torso.\n\n" + addFieldV( "boxTorsoRightPercentage", TypeRangedF32, Offset(boxTorsoRightPercentage, PlayerData), &CommonValidators::PositiveFloat, + "@brief Percentage of the player's bounding box width from center that represents the right side of the torso.\n\n" "Used when computing the damage location.\n" "@see Player::getDamageLocation" ); - addFieldV( "boxTorsoBackPercentage", TypeRangedF32, Offset(boxTorsoBackPercentage, PlayerData), &CommonValidators::NormalizedFloat, - "@brief Percentage of the player's bounding box depth that represents the back side of the torso.\n\n" + addFieldV( "boxTorsoBackPercentage", TypeRangedF32, Offset(boxTorsoBackPercentage, PlayerData), &CommonValidators::NegDefaultF32, + "@brief Percentage of the player's bounding box depth from center that represents the back side of the torso (should be a negative float).\n\n" "Used when computing the damage location.\n" "@see Player::getDamageLocation" ); - addFieldV( "boxTorsoFrontPercentage", TypeRangedF32, Offset(boxTorsoFrontPercentage, PlayerData), &CommonValidators::NormalizedFloat, - "@brief Percentage of the player's bounding box depth that represents the front side of the torso.\n\n" + addFieldV( "boxTorsoFrontPercentage", TypeRangedF32, Offset(boxTorsoFrontPercentage, PlayerData), &CommonValidators::PositiveFloat, + "@brief Percentage of the player's bounding box depth from center that represents the front side of the torso.\n\n" "Used when computing the damage location.\n" "@see Player::getDamageLocation" );