fix crash in prev; fix broken pathing wrt crushables
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@@ -102,6 +102,7 @@ namespace OpenRA.GameRules
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case "Charges": FieldLoader.LoadField(this, "Charges", content.Nodes["Charges"].Value); break;
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case "Charges": FieldLoader.LoadField(this, "Charges", content.Nodes["Charges"].Value); break;
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case "ValidTargets": FieldLoader.LoadField(this, "ValidTargets", content.Nodes["ValidTargets"].Value); break;
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case "ValidTargets": FieldLoader.LoadField(this, "ValidTargets", content.Nodes["ValidTargets"].Value); break;
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case "Underwater": FieldLoader.LoadField(this, "Underwater", content.Nodes["Underwater"].Value); break;
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case "Underwater": FieldLoader.LoadField(this, "Underwater", content.Nodes["Underwater"].Value); break;
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case "BurstDelay": FieldLoader.LoadField(this, "BurstDelay", content.Nodes["BurstDelay"].Value); break;
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case "Warhead":
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case "Warhead":
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{
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{
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@@ -72,9 +72,9 @@ namespace OpenRA
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}
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}
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var pb = FindBidiPath(
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var pb = FindBidiPath(
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PathSearch.FromPoint(world, target, from, umt, false)
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PathSearch.FromPoint(world, target, from, umt, true)
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.WithCustomBlocker(AvoidUnitsNear(from, 4)),
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.WithCustomBlocker(AvoidUnitsNear(from, 4)),
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PathSearch.FromPoint(world, from, target, umt, false)
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PathSearch.FromPoint(world, from, target, umt, true)
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.WithCustomBlocker(AvoidUnitsNear(from, 4))
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.WithCustomBlocker(AvoidUnitsNear(from, 4))
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.InReverse());
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.InReverse());
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