Fix spice debris target cell randomization

This commit is contained in:
reaperrr
2015-11-04 21:27:18 +01:00
parent 040543fd6b
commit 46a728826b

View File

@@ -91,21 +91,6 @@ namespace OpenRA.Mods.D2k.Traits
public void Killed(Actor self, AttackInfo e)
{
var args = new ProjectileArgs
{
Weapon = self.World.Map.Rules.Weapons[info.Weapon.ToLowerInvariant()],
Facing = 0,
DamageModifiers = self.TraitsImplementing<IFirepowerModifier>()
.Select(a => a.GetFirepowerModifier()).ToArray(),
InaccuracyModifiers = self.TraitsImplementing<IInaccuracyModifier>()
.Select(a => a.GetInaccuracyModifier()).ToArray(),
Source = self.CenterPosition,
SourceActor = self,
};
var pieces = self.World.SharedRandom.Next(info.Pieces[0], info.Pieces[1]) * ticks / growTicks;
for (var i = 0; pieces > i; i++)
{
@@ -114,7 +99,21 @@ namespace OpenRA.Mods.D2k.Traits
if (cell == null)
cell = cells.Take(info.Range).Random(self.World.SharedRandom);
args.PassiveTarget = self.World.Map.CenterOfCell(cell.Value);
var args = new ProjectileArgs
{
Weapon = self.World.Map.Rules.Weapons[info.Weapon.ToLowerInvariant()],
Facing = 0,
DamageModifiers = self.TraitsImplementing<IFirepowerModifier>()
.Select(a => a.GetFirepowerModifier()).ToArray(),
InaccuracyModifiers = self.TraitsImplementing<IInaccuracyModifier>()
.Select(a => a.GetInaccuracyModifier()).ToArray(),
Source = self.CenterPosition,
SourceActor = self,
PassiveTarget = self.World.Map.CenterOfCell(cell.Value)
};
self.World.AddFrameEndTask(_ =>
{