Fix for turret following invisible unit

Fixed turret tracking invisible units after being attacked

Fix for turret following invisible unit

Fix for turrent following invisible unit
This commit is contained in:
notsinned
2022-09-24 16:42:18 -04:00
committed by Matthias Mailänder
parent 57143087d7
commit 5242716887

View File

@@ -123,7 +123,7 @@ namespace OpenRA.Mods.Common.Traits
if (mobile != null && !mobile.CanInteractWithGroundLayer(self))
return;
if (RequestedTarget.Type != TargetType.Invalid)
if (RequestedTarget.IsValidFor(self))
{
IsAiming = CanAimAtTarget(self, RequestedTarget, requestedForceAttack);
if (IsAiming)
@@ -133,7 +133,7 @@ namespace OpenRA.Mods.Common.Traits
{
IsAiming = false;
if (OpportunityTarget.Type != TargetType.Invalid)
if (OpportunityTarget.IsValidFor(self))
IsAiming = CanAimAtTarget(self, OpportunityTarget, opportunityForceAttack);
if (!IsAiming && Info.OpportunityFire && autoTarget != null &&
@@ -143,7 +143,7 @@ namespace OpenRA.Mods.Common.Traits
opportunityForceAttack = false;
opportunityTargetIsPersistentTarget = false;
if (OpportunityTarget.Type != TargetType.Invalid)
if (OpportunityTarget.IsValidFor(self))
IsAiming = CanAimAtTarget(self, OpportunityTarget, opportunityForceAttack);
}