Revert explosion condition to strictly less than zero

This commit is contained in:
Matija Hustić
2015-10-24 18:20:18 +02:00
parent 663de1a6ea
commit 7ca8d85771

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@@ -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