Revert explosion condition to strictly less than zero
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@@ -788,7 +788,7 @@ namespace OpenRA.Mods.Common.Effects
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// NOTE: High speeds might cause the missile to miss the target or fly through obstacles
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// NOTE: High speeds might cause the missile to miss the target or fly through obstacles
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// In that case, big moves should probably be decomposed into multiple smaller ones with hit checks
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// In that case, big moves should probably be decomposed into multiple smaller ones with hit checks
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var height = world.Map.DistanceAboveTerrain(pos);
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var height = world.Map.DistanceAboveTerrain(pos);
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var shouldExplode = (height.Length <= 0) // Hit the ground
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var shouldExplode = (height.Length < 0) // Hit the ground
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|| (relTarDist < info.CloseEnough.Length) // Within range
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|| (relTarDist < info.CloseEnough.Length) // Within range
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|| (info.ExplodeWhenEmpty && info.RangeLimit != 0 && ticks > info.RangeLimit) // Ran out of fuel
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|| (info.ExplodeWhenEmpty && info.RangeLimit != 0 && ticks > info.RangeLimit) // Ran out of fuel
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|| (info.Blockable && BlocksProjectiles.AnyBlockingActorAt(world, pos)) // Hit a wall or other blocking obstacle
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|| (info.Blockable && BlocksProjectiles.AnyBlockingActorAt(world, pos)) // Hit a wall or other blocking obstacle
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