fix crash in prev; fix broken pathing wrt crushables

This commit is contained in:
Chris Forbes
2010-04-23 21:30:13 +12:00
parent c0a851d4be
commit 77b88729e6
2 changed files with 3 additions and 2 deletions

View File

@@ -102,6 +102,7 @@ namespace OpenRA.GameRules
case "Charges": FieldLoader.LoadField(this, "Charges", content.Nodes["Charges"].Value); break; case "Charges": FieldLoader.LoadField(this, "Charges", content.Nodes["Charges"].Value); break;
case "ValidTargets": FieldLoader.LoadField(this, "ValidTargets", content.Nodes["ValidTargets"].Value); break; case "ValidTargets": FieldLoader.LoadField(this, "ValidTargets", content.Nodes["ValidTargets"].Value); break;
case "Underwater": FieldLoader.LoadField(this, "Underwater", content.Nodes["Underwater"].Value); break; case "Underwater": FieldLoader.LoadField(this, "Underwater", content.Nodes["Underwater"].Value); break;
case "BurstDelay": FieldLoader.LoadField(this, "BurstDelay", content.Nodes["BurstDelay"].Value); break;
case "Warhead": case "Warhead":
{ {

View File

@@ -72,9 +72,9 @@ namespace OpenRA
} }
var pb = FindBidiPath( var pb = FindBidiPath(
PathSearch.FromPoint(world, target, from, umt, false) PathSearch.FromPoint(world, target, from, umt, true)
.WithCustomBlocker(AvoidUnitsNear(from, 4)), .WithCustomBlocker(AvoidUnitsNear(from, 4)),
PathSearch.FromPoint(world, from, target, umt, false) PathSearch.FromPoint(world, from, target, umt, true)
.WithCustomBlocker(AvoidUnitsNear(from, 4)) .WithCustomBlocker(AvoidUnitsNear(from, 4))
.InReverse()); .InReverse());