From 008eda7a5f4945c055c4b294f6b7e280b0fd475d Mon Sep 17 00:00:00 2001 From: reaperrr Date: Wed, 4 Nov 2015 23:31:16 +0100 Subject: [PATCH] Make sure that a spice bloom spawns at least the minimum of pieces --- OpenRA.Mods.D2k/Traits/SpiceBloom.cs | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/OpenRA.Mods.D2k/Traits/SpiceBloom.cs b/OpenRA.Mods.D2k/Traits/SpiceBloom.cs index 9b217a6de5..26aa51b352 100644 --- a/OpenRA.Mods.D2k/Traits/SpiceBloom.cs +++ b/OpenRA.Mods.D2k/Traits/SpiceBloom.cs @@ -39,7 +39,7 @@ namespace OpenRA.Mods.D2k.Traits public readonly string Weapon = "SpiceExplosion"; [Desc("The amount of spice to expel.")] - public readonly int[] Pieces = { 3, 10 }; + public readonly int[] Pieces = { 2, 12 }; [Desc("The maximum distance in cells that spice may be expelled.")] public readonly int Range = 5; @@ -92,6 +92,9 @@ namespace OpenRA.Mods.D2k.Traits public void Killed(Actor self, AttackInfo e) { var pieces = self.World.SharedRandom.Next(info.Pieces[0], info.Pieces[1]) * ticks / growTicks; + if (pieces < info.Pieces[0]) + pieces = info.Pieces[0]; + for (var i = 0; pieces > i; i++) { var cells = OpenRA.Traits.Util.RandomWalk(self.Location, self.World.SharedRandom);