Fix Armament not working properly with value 0 in BurstDelays
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committed by
Matthias Mailänder
parent
b7e0ed9b87
commit
4dec79a5fb
@@ -65,7 +65,7 @@ namespace OpenRA.Mods.Common.Traits
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continue;
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inAttackRange = true;
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a.CheckFire(self, facing, target);
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a.CheckFire(self, facing, target, false);
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}
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// Actors without armaments may want to trigger an action when it passes the target
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