Fix backwards movement not canceling when BackwardDuration times out

This commit is contained in:
Gustas
2022-11-08 15:13:51 +02:00
committed by Matthias Mailänder
parent a4e80e1153
commit 1a2aafa17c

View File

@@ -484,12 +484,16 @@ namespace OpenRA.Mods.Common.Activities
WRot? fromTerrainOrientation, WRot? toTerrainOrientation, int terrainOrientationMargin, int carryoverProgress, bool movingOnGroundLayer)
: base(move, from, to, fromFacing, toFacing, fromTerrainOrientation, toTerrainOrientation, terrainOrientationMargin, carryoverProgress, movingOnGroundLayer) { }
static bool IsTurn(Mobile mobile, CPos nextCell, Map map)
bool IsTurn(Actor self, Mobile mobile, CPos nextCell, Map map)
{
// Some actors with a limited number of sprite facings should never move along curved trajectories.
if (mobile.Info.AlwaysTurnInPlace)
return false;
// When Backwards duration runs out, let the Move activity do the turn.
if (Move.actorFacingModifier != WAngle.Zero && self.World.WorldTick - Move.startTicks >= mobile.Info.BackwardDuration)
return false;
// Tight U-turns should be done in place instead of making silly looking loops.
var nextFacing = map.FacingBetween(nextCell, mobile.ToCell, mobile.Facing);
var currentFacing = map.FacingBetween(mobile.ToCell, mobile.FromCell, mobile.Facing);
@@ -506,7 +510,7 @@ namespace OpenRA.Mods.Common.Activities
var nextCell = parent.PopPath(self);
if (nextCell != null)
{
if (!mobile.IsTraitPaused && !mobile.IsTraitDisabled && IsTurn(mobile, nextCell.Value.Cell, map))
if (!mobile.IsTraitPaused && !mobile.IsTraitDisabled && IsTurn(self, mobile, nextCell.Value.Cell, map))
{
var nextSubcellOffset = map.Grid.OffsetOfSubCell(nextCell.Value.SubCell);
WRot? nextToTerrainOrientation = null;