Fix airlift direction in isometric mods.
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@@ -51,24 +51,26 @@ namespace OpenRA.Mods.Cnc.Traits
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var info = (ProductionAirdropInfo)Info;
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var owner = self.Owner;
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var map = owner.World.Map;
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var aircraftInfo = self.World.Map.Rules.Actors[info.ActorType].TraitInfo<AircraftInfo>();
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var mpStart = owner.World.WorldActor.TraitOrDefault<MPStartLocations>();
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if (info.BaselineSpawn && mpStart != null)
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{
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var spawn = mpStart.Start[owner];
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var bounds = owner.World.Map.Bounds;
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var center = new CPos(bounds.Left + bounds.Width / 2, bounds.Top + bounds.Height / 2);
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var bounds = map.Bounds;
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var center = new MPos(bounds.Left + bounds.Width / 2, bounds.Top + bounds.Height / 2).ToCPos(map);
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var spawnVec = spawn - center;
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startPos = spawn + spawnVec * (Math.Max(bounds.Height, bounds.Width) / (2 * spawnVec.Length));
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startPos = spawn + spawnVec * (Exts.ISqrt((bounds.Height * bounds.Height + bounds.Width * bounds.Width) / (4 * spawnVec.LengthSquared)));
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endPos = startPos;
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}
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else
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{
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// Start a fixed distance away: the width of the map.
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// This makes the production timing independent of spawnpoint
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startPos = self.Location + new CVec(owner.World.Map.Bounds.Width, 0);
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endPos = new CPos(owner.World.Map.Bounds.Left, self.Location.Y);
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var loc = self.Location.ToMPos(map);
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startPos = new MPos(loc.U + map.Bounds.Width, loc.V).ToCPos(map);
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endPos = new MPos(map.Bounds.Left, loc.V).ToCPos(map);
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}
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// Assume a single exit point for simplicity
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