diff --git a/OpenRA.Mods.RA/AutoTarget.cs b/OpenRA.Mods.RA/AutoTarget.cs index 83031e31a5..d825fbaf40 100644 --- a/OpenRA.Mods.RA/AutoTarget.cs +++ b/OpenRA.Mods.RA/AutoTarget.cs @@ -72,7 +72,8 @@ namespace OpenRA.Mods.RA public void Damaged(Actor self, AttackInfo e) { if (!self.IsIdle) return; - + if (e.Attacker.Destroyed) return; + // not a lot we can do about things we can't hurt... although maybe we should automatically run away? var attack = self.Trait(); if (!attack.HasAnyValidWeapons(Target.FromActor(e.Attacker))) return; diff --git a/OpenRA.Mods.RA/GivesExperience.cs b/OpenRA.Mods.RA/GivesExperience.cs index 2d82e375b0..4ad7bb1b22 100644 --- a/OpenRA.Mods.RA/GivesExperience.cs +++ b/OpenRA.Mods.RA/GivesExperience.cs @@ -21,7 +21,7 @@ namespace OpenRA.Mods.RA if (e.DamageState == DamageState.Dead) { // Prevent TK from giving exp - if (e.Attacker == null || e.Attacker.Owner.Stances[ self.Owner ] == Stance.Ally ) + if (e.Attacker == null || e.Attacker.Destroyed || e.Attacker.Owner.Stances[ self.Owner ] == Stance.Ally ) return; var info = self.Info.Traits.Get();