diff --git a/OpenRA.Game/Traits/Health.cs b/OpenRA.Game/Traits/Health.cs index 3016aece4b..be459939c3 100755 --- a/OpenRA.Game/Traits/Health.cs +++ b/OpenRA.Game/Traits/Health.cs @@ -75,7 +75,7 @@ namespace OpenRA.Traits var oldState = this.DamageState; /* apply the damage modifiers, if we have any. */ - var modifier = (float)self.TraitsImplementing() + var modifier = self.TraitsImplementing() .Concat(self.Owner.PlayerActor.TraitsImplementing()) .Select(t => t.GetDamageModifier(attacker, warhead)).Product(); diff --git a/OpenRA.Mods.RA/Activities/CaptureActor.cs b/OpenRA.Mods.RA/Activities/CaptureActor.cs index 5a3c1f04e6..54be70ec7f 100644 --- a/OpenRA.Mods.RA/Activities/CaptureActor.cs +++ b/OpenRA.Mods.RA/Activities/CaptureActor.cs @@ -31,7 +31,7 @@ namespace OpenRA.Mods.RA.Activities var capturesInfo = self.Info.Traits.Get(); var health = target.Trait(); - int damage = (int)(0.25 * health.MaxHP); + int damage = health.MaxHP / 4; // Need to be next to building, TODO: stop capture when going away var mobile = self.Trait();