Fix AttackMove getting unarmed units stuck
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@@ -39,8 +39,11 @@ namespace OpenRA.Mods.Common.Activities
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protected override void OnFirstRun(Actor self)
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protected override void OnFirstRun(Actor self)
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{
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{
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if (attackMove == null)
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if (attackMove == null || autoTarget == null)
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{
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QueueChild(getMove());
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return;
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return;
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}
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if (isAssaultMove)
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if (isAssaultMove)
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token = self.GrantCondition(attackMove.Info.AssaultMoveCondition);
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token = self.GrantCondition(attackMove.Info.AssaultMoveCondition);
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@@ -50,11 +53,11 @@ namespace OpenRA.Mods.Common.Activities
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public override bool Tick(Actor self)
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public override bool Tick(Actor self)
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{
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{
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if (IsCanceling)
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if (IsCanceling || attackMove == null || autoTarget == null)
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return TickChild(self);
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return TickChild(self);
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// We are currently not attacking, so scan for new targets.
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// We are currently not attacking, so scan for new targets.
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if (autoTarget != null && (ChildActivity == null || runningMoveActivity))
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if (ChildActivity == null || runningMoveActivity)
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{
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{
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// Use the standard ScanForTarget rate limit while we are running the move activity to save performance.
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// Use the standard ScanForTarget rate limit while we are running the move activity to save performance.
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// Override the rate limit if our attack activity has completed so we can immediately acquire a new target instead of moving.
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// Override the rate limit if our attack activity has completed so we can immediately acquire a new target instead of moving.
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