heal sortof works... except it kills the patient.
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@@ -32,7 +32,9 @@ namespace OpenRa.Game.Traits
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{
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var inRange = Game.FindUnitsInCircle(self.CenterLocation, Game.CellSize * range);
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return inRange.Where(a => a.Owner != null && a.Owner != self.Owner) /* todo: one day deal with friendly players */
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return inRange
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.Where(a => a.Owner != null && a.Owner != self.Owner) /* todo: one day deal with friendly players */
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.Where(a => Combat.HasAnyValidWeapons(self, a))
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.OrderBy(a => (a.Location - self.Location).LengthSquared)
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.FirstOrDefault();
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}
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@@ -46,6 +48,9 @@ namespace OpenRa.Game.Traits
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if (e.Attacker.Owner == self.Owner)
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return; // don't retaliate against own units force-firing on us. it's usually not what the player wanted.
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if (e.Damage < 0)
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return; // don't retaliate against healers
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var attack = self.traits.WithInterface<AttackBase>().First();
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if (attack.target != null) return;
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@@ -50,7 +50,10 @@ namespace OpenRa.Game.Traits
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var prefix = IsProne(self) ? "prone-shoot-" : "shoot-";
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anim.PlayThen(prefix + dir, () => inAttack = false);
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if (anim.HasSequence(prefix + dir))
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anim.PlayThen(prefix + dir, () => inAttack = false);
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else if (anim.HasSequence("heal"))
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anim.PlayThen("heal", () => inAttack = false);
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}
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public override void Tick(Actor self)
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