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