Fix actors returning fire at invisible attackers
This commit is contained in:
@@ -243,6 +243,11 @@ namespace OpenRA.Mods.Common.Traits
|
||||
attacker = passenger.Transport;
|
||||
}
|
||||
|
||||
// Don't fire at an invisible enemy when we can't move to reveal it
|
||||
var allowMove = Info.AllowMovement && Stance > UnitStance.Defend;
|
||||
if (!allowMove && !attacker.CanBeViewedByPlayer(self.Owner))
|
||||
return;
|
||||
|
||||
// Not a lot we can do about things we can't hurt... although maybe we should automatically run away?
|
||||
var attackerAsTarget = Target.FromActor(attacker);
|
||||
if (!ActiveAttackBases.Any(a => a.HasAnyValidWeapons(attackerAsTarget)))
|
||||
@@ -254,7 +259,6 @@ namespace OpenRA.Mods.Common.Traits
|
||||
|
||||
Aggressor = attacker;
|
||||
|
||||
var allowMove = Info.AllowMovement && Stance > UnitStance.Defend;
|
||||
Attack(self, Target.FromActor(Aggressor), allowMove);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user