Properly account for disabled Armaments in various places
These places didn't care if an Armament was disabled, which could lead to unexpected behavior.
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@@ -59,7 +59,7 @@ namespace OpenRA.Mods.Common.Activities
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return NextActivity;
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// TODO: This should fire each weapon at its maximum range
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if (attackPlane != null && target.IsInRange(self.CenterPosition, attackPlane.Armaments.Select(a => a.Weapon.MinRange).Min()))
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if (attackPlane != null && target.IsInRange(self.CenterPosition, attackPlane.Armaments.Where(Exts.IsTraitEnabled).Select(a => a.Weapon.MinRange).Min()))
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ChildActivity = ActivityUtils.SequenceActivities(new FlyTimed(ticksUntilTurn, self), new Fly(self, target), new FlyTimed(ticksUntilTurn, self));
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else
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ChildActivity = ActivityUtils.SequenceActivities(new Fly(self, target), new FlyTimed(ticksUntilTurn, self));
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