added force-fire capability
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@@ -128,7 +128,7 @@ namespace OpenRa.Game.Traits
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public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
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public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
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{
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{
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if (mi.Button == MouseButton.Left || underCursor == null) return null;
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if (mi.Button == MouseButton.Left || underCursor == null) return null;
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if (underCursor.Owner == self.Owner) return null;
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if (underCursor.Owner == self.Owner && !mi.Modifiers.HasModifier( Modifiers.Ctrl )) return null;
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if (!Combat.HasAnyValidWeapons(self, underCursor)) return null;
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if (!Combat.HasAnyValidWeapons(self, underCursor)) return null;
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return Order.Attack(self, underCursor);
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return Order.Attack(self, underCursor);
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}
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}
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@@ -148,7 +148,7 @@ namespace OpenRa.Game.Traits
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/* todo: choose the appropriate weapon, when only one works against this target */
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/* todo: choose the appropriate weapon, when only one works against this target */
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var weapon = order.Subject.Info.Primary ?? order.Subject.Info.Secondary;
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var weapon = order.Subject.Info.Primary ?? order.Subject.Info.Secondary;
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self.QueueActivity(new Traits.Activities.Attack(order.TargetActor,
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self.QueueActivity(new Activities.Attack(order.TargetActor,
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Math.Max(0, (int)Rules.WeaponInfo[weapon].Range - RangeTolerance)));
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Math.Max(0, (int)Rules.WeaponInfo[weapon].Range - RangeTolerance)));
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}
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}
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}
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}
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