From 7ca8d85771fe0096330c25989fd08ac8f6b56033 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Matija=20Husti=C4=87?= Date: Sat, 24 Oct 2015 18:20:18 +0200 Subject: [PATCH] Revert explosion condition to strictly less than zero --- OpenRA.Mods.Common/Effects/Missile.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/OpenRA.Mods.Common/Effects/Missile.cs b/OpenRA.Mods.Common/Effects/Missile.cs index 65df0a5f9b..215845041a 100644 --- a/OpenRA.Mods.Common/Effects/Missile.cs +++ b/OpenRA.Mods.Common/Effects/Missile.cs @@ -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