Use Target range checks in attack activities.

This commit is contained in:
Paul Chote
2013-07-06 15:25:13 +12:00
parent 399aac7e0f
commit 6f67602d57
12 changed files with 39 additions and 39 deletions

View File

@@ -125,7 +125,7 @@ namespace OpenRA.Mods.RA.Missions
if (world.FrameNumber == frameInfiltrated + 1500 * 12 && !bridgeTank.IsDead() && bridgeTank.IsInWorld && !bridge.IsDead())
{
bridgeTank.QueueActivity(new Attack(Target.FromPos(bridge.CenterLocation), 4));
bridgeTank.QueueActivity(new Attack(Target.FromPos(bridge.CenterLocation), WRange.FromCells(4)));
attackingBridge = true;
}
if (attackingBridge && bridge.IsDead())
@@ -152,7 +152,7 @@ namespace OpenRA.Mods.RA.Missions
var enemy = enemies.OrderBy(u => (attacker.CenterLocation - u.CenterLocation).LengthSquared).FirstOrDefault();
if (enemy != null)
attacker.QueueActivity(new AttackMove.AttackMoveActivity(attacker, new Attack(Target.FromActor(enemy), 3)));
attacker.QueueActivity(new AttackMove.AttackMoveActivity(attacker, new Attack(Target.FromActor(enemy), WRange.FromCells(3))));
else
{
attackingTown = false;