Change terrain type from string based dictionaries to arrays
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@@ -162,7 +162,7 @@ namespace OpenRA.Mods.RA.Effects
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|| (info.RangeLimit != 0 && ticks > info.RangeLimit) // Ran out of fuel
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|| (!info.High && world.ActorMap.GetUnitsAt(cell)
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.Any(a => a.HasTrait<IBlocksBullets>())) // Hit a wall
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|| (!string.IsNullOrEmpty(info.BoundToTerrainType) && world.GetTerrainType(cell) != info.BoundToTerrainType); // Hit incompatible terrain
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|| (!string.IsNullOrEmpty(info.BoundToTerrainType) && world.GetTerrainInfo(cell).Type != info.BoundToTerrainType); // Hit incompatible terrain
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if (shouldExplode)
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Explode(world);
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