Add ValidStances checks to BlocksProjectiles and Gate.

This commit is contained in:
abc013
2020-10-31 15:30:52 +01:00
committed by teinarss
parent d10c592987
commit 8fede9d6ba
9 changed files with 22 additions and 8 deletions

View File

@@ -212,7 +212,7 @@ namespace OpenRA.Mods.Common.Projectiles
}
// Check for blocking actors
if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, tailPos, headPos, info.Width, out var blockedPos))
if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, args.SourceActor.Owner, tailPos, headPos, info.Width, out var blockedPos))
{
headPos = blockedPos;
target = headPos;

View File

@@ -217,7 +217,7 @@ namespace OpenRA.Mods.Common.Projectiles
bool ShouldExplode(World world)
{
// Check for walls or other blocking obstacles
if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, lastPos, pos, info.Width, out var blockedPos))
if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, args.SourceActor.Owner, lastPos, pos, info.Width, out var blockedPos))
{
pos = blockedPos;
return true;

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@@ -72,7 +72,7 @@ namespace OpenRA.Mods.Common.Projectiles
target = Target.FromPos(args.PassiveTarget);
// Check for blocking actors
if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, args.Source, target.CenterPosition, info.Width, out var blockedPos))
if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, args.SourceActor.Owner, args.Source, target.CenterPosition, info.Width, out var blockedPos))
target = Target.FromPos(blockedPos);
var warheadArgs = new WarheadArgs(args)

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@@ -158,7 +158,7 @@ namespace OpenRA.Mods.Common.Projectiles
target = args.Weapon.TargetActorCenter ? args.GuidedTarget.CenterPosition : args.GuidedTarget.Positions.PositionClosestTo(source);
// Check for blocking actors
if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, source, target, info.Width, out var blockedPos))
if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, args.SourceActor.Owner, source, target, info.Width, out var blockedPos))
{
target = blockedPos;
}

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@@ -858,7 +858,7 @@ namespace OpenRA.Mods.Common.Projectiles
// Check for walls or other blocking obstacles
var shouldExplode = false;
if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, lastPos, pos, info.Width, out var blockedPos))
if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, args.SourceActor.Owner, lastPos, pos, info.Width, out var blockedPos))
{
pos = blockedPos;
shouldExplode = true;

View File

@@ -148,7 +148,7 @@ namespace OpenRA.Mods.Common.Projectiles
void CalculateVectors()
{
// Check for blocking actors
if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(args.SourceActor.World, target, args.Source,
if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(args.SourceActor.World, args.SourceActor.Owner, target, args.Source,
info.BeamWidth, out var blockedPos))
target = blockedPos;