Fix Armament not working properly with value 0 in BurstDelays

This commit is contained in:
Gustas
2023-02-17 20:49:25 +02:00
committed by Matthias Mailänder
parent b7e0ed9b87
commit 4dec79a5fb
6 changed files with 24 additions and 34 deletions

View File

@@ -255,7 +255,7 @@ namespace OpenRA.Mods.Common.Activities
{
if (!attack.IsTraitPaused)
foreach (var a in armaments)
a.CheckFire(self, facing, target);
a.CheckFire(self, facing, target, false);
}
void IActivityNotifyStanceChanged.StanceChanged(Actor self, AutoTarget autoTarget, UnitStance oldStance, UnitStance newStance)