Properly account for disabled Armaments in various places

These places didn't care if an Armament was disabled, which could lead to unexpected behavior.
This commit is contained in:
reaperrr
2017-08-19 14:01:48 +02:00
committed by Paul Chote
parent 951ee2210c
commit c75e64a952
3 changed files with 7 additions and 1 deletions

View File

@@ -151,6 +151,9 @@ namespace OpenRA.Mods.Common.Traits
foreach (var a in Armaments)
{
if (a.IsTraitDisabled)
continue;
var port = SelectFirePort(self, targetYaw);
if (port == null)
return;