Merge pull request #9746 from matija-hustic/missile_submarine

Revert missile explosion condition to strictly less than zero
This commit is contained in:
Oliver Brakmann
2015-10-24 20:11:50 +02:00
2 changed files with 2 additions and 2 deletions

View File

@@ -788,7 +788,7 @@ namespace OpenRA.Mods.Common.Effects
// NOTE: High speeds might cause the missile to miss the target or fly through obstacles
// In that case, big moves should probably be decomposed into multiple smaller ones with hit checks
var height = world.Map.DistanceAboveTerrain(pos);
var shouldExplode = (height.Length <= 0) // Hit the ground
var shouldExplode = (height.Length < 0) // Hit the ground
|| (relTarDist < info.CloseEnough.Length) // Within range
|| (info.ExplodeWhenEmpty && info.RangeLimit != 0 && ticks > info.RangeLimit) // Ran out of fuel
|| (info.Blockable && BlocksProjectiles.AnyBlockingActorAt(world, pos)) // Hit a wall or other blocking obstacle

View File

@@ -818,7 +818,7 @@ ATWR:
HasMinibib: Yes
Turreted:
ROT: 255
Offset: 128,128,-85
Offset: 128,128,0
Armament@PRIMARY:
Weapon: TowerMissle
LocalOffset: 256,128,0, 256,-128,0