Ignore damage modifiers when killing a unit via actor.Kill(). Fixes surrender desync (#460); Fixes invulnerable actors surviving in situations where they should be killed (bridge death, losing/surrender, etc).

This commit is contained in:
Paul Chote
2011-07-21 21:05:49 +12:00
parent 6ede28fdbe
commit c79f5b5365
2 changed files with 16 additions and 9 deletions

View File

@@ -70,18 +70,19 @@ namespace OpenRA.Traits
}
}
public void InflictDamage(Actor self, Actor attacker, int damage, WarheadInfo warhead)
public void InflictDamage(Actor self, Actor attacker, int damage, WarheadInfo warhead, bool ignoreModifiers)
{
if (IsDead) return; /* overkill! don't count extra hits as more kills! */
var oldState = this.DamageState;
/* apply the damage modifiers, if we have any. */
var modifier = (float)self.TraitsImplementing<IDamageModifier>()
.Concat(self.Owner.PlayerActor.TraitsImplementing<IDamageModifier>())
.Select(t => t.GetDamageModifier(attacker, warhead)).Product();
if (!ignoreModifiers)
damage = damage > 0 ? (int)(damage * modifier) : damage;
damage = damage > 0 ? (int)(damage * modifier) : damage;
hp = Exts.Clamp(hp - damage, 0, MaxHP);
var ai = new AttackInfo
@@ -175,16 +176,14 @@ namespace OpenRA.Traits
{
var health = self.TraitOrDefault<Health>();
if (health == null) return;
health.InflictDamage(self, attacker, damage, warhead);
health.InflictDamage(self, attacker, damage, warhead, false);
}
public static void Kill(this Actor self, Actor attacker)
{
var health = self.TraitOrDefault<Health>();
if (health == null) return;
/* hack. Fix for proper */
health.InflictDamage(self, attacker, int.MaxValue, null);
health.InflictDamage(self, attacker, health.MaxHP, null, true);
}
}
}