diff --git a/OpenRA.Mods.RA/Combat.cs b/OpenRA.Mods.RA/Combat.cs index f10462b9b1..3a3c821639 100755 --- a/OpenRA.Mods.RA/Combat.cs +++ b/OpenRA.Mods.RA/Combat.cs @@ -149,7 +149,7 @@ namespace OpenRA.Mods.RA destAltitude = altitude, firedBy = attacker, target = Target.FromPos(pos), - weapon = Rules.Weapons[ weapontype.ToLowerInvariant() ], + weapon = Rules.Weapons[weapontype.ToLowerInvariant()], facing = 0 }; @@ -201,18 +201,18 @@ namespace OpenRA.Mods.RA return true; } - public static bool WeaponValidForTarget( WeaponInfo weapon, World world, CPos location ) + public static bool WeaponValidForTarget(WeaponInfo weapon, World world, CPos location) { - if( weapon.ValidTargets.Contains( "Ground" ) && world.GetTerrainType( location ) != "Water" ) return true; - if( weapon.ValidTargets.Contains( "Water" ) && world.GetTerrainType( location ) == "Water" ) return true; + if (weapon.ValidTargets.Contains("Ground") && world.GetTerrainType(location) != "Water") return true; + if (weapon.ValidTargets.Contains("Water") && world.GetTerrainType(location) == "Water") return true; return false; } - public static bool IsInRange( PPos attackOrigin, float range, Actor target ) + public static bool IsInRange(PPos attackOrigin, float range, Actor target) { var rsq = range * range * Game.CellSize * Game.CellSize; - foreach ( var cell in target.Trait().TargetableCells( target ) ) - if ( (attackOrigin - cell.ToPPos()).LengthSquared <= rsq ) + foreach (var cell in target.Trait().TargetableCells(target)) + if ((attackOrigin - Util.CenterOfCell(cell)).LengthSquared <= rsq) return true; return false; } @@ -220,16 +220,16 @@ namespace OpenRA.Mods.RA public static bool IsInRange(PPos attackOrigin, float range, PPos targetLocation) { var rsq = range * range * Game.CellSize * Game.CellSize; - return ( attackOrigin - targetLocation ).LengthSquared <= rsq; + return (attackOrigin - targetLocation).LengthSquared <= rsq; } public static bool IsInRange(PPos attackOrigin, float range, Target target) { - if( !target.IsValid ) return false; - if( target.IsActor ) - return IsInRange( attackOrigin, range, target.Actor ); + if (!target.IsValid) return false; + if (target.IsActor) + return IsInRange(attackOrigin, range, target.Actor); else - return IsInRange( attackOrigin, range, target.CenterLocation ); + return IsInRange(attackOrigin, range, target.CenterLocation); } } }