Fixes AI units hunting down Missile Silo/Temple of Nod after being damaged by nuke
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@@ -18,7 +18,7 @@ namespace OpenRA.Mods.RA.Effects
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{
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public class NukeLaunch : IEffect
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{
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readonly Actor firedBy;
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readonly Player firedBy;
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readonly Animation anim;
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readonly string weapon;
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@@ -32,7 +32,7 @@ namespace OpenRA.Mods.RA.Effects
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WPos pos;
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int ticks;
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public NukeLaunch(Actor firedBy, string weapon, WPos launchPos, WPos targetPos, WRange velocity, int delay, bool skipAscent)
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public NukeLaunch(Player firedBy, string weapon, WPos launchPos, WPos targetPos, WRange velocity, int delay, bool skipAscent)
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{
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this.firedBy = firedBy;
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this.weapon = weapon;
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@@ -79,7 +79,7 @@ namespace OpenRA.Mods.RA.Effects
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void Explode(World world)
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{
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world.AddFrameEndTask(w => w.Remove(this));
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Combat.DoExplosion(firedBy, weapon, pos);
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Combat.DoExplosion(firedBy.PlayerActor, weapon, pos);
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world.WorldActor.Trait<ScreenShaker>().AddEffect(20, pos, 5);
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foreach (var a in world.ActorsWithTrait<NukePaletteEffect>())
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@@ -77,7 +77,7 @@ namespace OpenRA.Mods.RA
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var rb = self.Trait<RenderSimple>();
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rb.PlayCustomAnim(self, "active");
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self.World.AddFrameEndTask(w => w.Add(new NukeLaunch(self, npi.MissileWeapon,
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self.World.AddFrameEndTask(w => w.Add(new NukeLaunch(self.Owner, npi.MissileWeapon,
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self.CenterPosition + body.LocalToWorld(npi.SpawnOffset),
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order.TargetLocation.CenterPosition,
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npi.FlightVelocity, npi.FlightDelay, npi.SkipAscent)));
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