diff --git a/OpenRA.Mods.Common/Activities/Air/FlyAttack.cs b/OpenRA.Mods.Common/Activities/Air/FlyAttack.cs index 3419e56e15..a552d68a9d 100644 --- a/OpenRA.Mods.Common/Activities/Air/FlyAttack.cs +++ b/OpenRA.Mods.Common/Activities/Air/FlyAttack.cs @@ -70,11 +70,7 @@ namespace OpenRA.Mods.Common.Activities Cancel(self); if (IsCanceling) - { - // Cancel the requested target, but keep firing on it while in range - attackAircraft.ClearRequestedTarget(); return true; - } // Check that AttackFollow hasn't cancelled the target by modifying attack.Target // Having both this and AttackFollow modify that field is a horrible hack. @@ -106,10 +102,7 @@ namespace OpenRA.Mods.Common.Activities // Target is hidden or dead, and we don't have a fallback position to move towards if (useLastVisibleTarget && !lastVisibleTarget.IsValidFor(self)) - { - attackAircraft.ClearRequestedTarget(); return true; - } // If all valid weapons have depleted their ammo and Rearmable trait exists, return to RearmActor to reload // and resume the activity after reloading if AbortOnResupply is set to 'false' @@ -127,10 +120,7 @@ namespace OpenRA.Mods.Common.Activities { // We've reached the assumed position but it is not there - give up if (checkTarget.IsInRange(pos, lastVisibleMaximumRange)) - { - attackAircraft.ClearRequestedTarget(); return true; - } // Fly towards the last known position QueueChild(new Fly(self, target, WDist.Zero, lastVisibleMaximumRange, checkTarget.CenterPosition, Color.Red)); @@ -164,6 +154,12 @@ namespace OpenRA.Mods.Common.Activities return false; } + protected override void OnLastRun(Actor self) + { + // Cancel the requested target, but keep firing on it while in range + attackAircraft.ClearRequestedTarget(); + } + void IActivityNotifyStanceChanged.StanceChanged(Actor self, AutoTarget autoTarget, UnitStance oldStance, UnitStance newStance) { // Cancel non-forced targets when switching to a more restrictive stance if they are no longer valid for auto-targeting diff --git a/OpenRA.Mods.Common/Traits/Attack/AttackFollow.cs b/OpenRA.Mods.Common/Traits/Attack/AttackFollow.cs index de92b8ae98..efb4b4203b 100644 --- a/OpenRA.Mods.Common/Traits/Attack/AttackFollow.cs +++ b/OpenRA.Mods.Common/Traits/Attack/AttackFollow.cs @@ -258,11 +258,7 @@ namespace OpenRA.Mods.Common.Traits public override bool Tick(Actor self) { if (IsCanceling) - { - // Cancel the requested target, but keep firing on it while in range - attack.ClearRequestedTarget(); return true; - } // Check that AttackFollow hasn't cancelled the target by modifying attack.Target // Having both this and AttackFollow modify that field is a horrible hack. @@ -315,10 +311,7 @@ namespace OpenRA.Mods.Common.Traits // If we are ticking again after previously sequencing a MoveWithRange then that move must have completed // Either we are in range and can see the target, or we've lost track of it and should give up if (wasMovingWithinRange && targetIsHiddenActor) - { - attack.ClearRequestedTarget(); return true; - } // Update target lines if required if (useLastVisibleTarget != oldUseLastVisibleTarget) @@ -326,10 +319,7 @@ namespace OpenRA.Mods.Common.Traits // Target is hidden or dead, and we don't have a fallback position to move towards if (useLastVisibleTarget && !lastVisibleTarget.IsValidFor(self)) - { - attack.ClearRequestedTarget(); return true; - } var pos = self.CenterPosition; var checkTarget = useLastVisibleTarget ? lastVisibleTarget : target; @@ -339,26 +329,26 @@ namespace OpenRA.Mods.Common.Traits if (checkTarget.IsInRange(pos, maxRange) && !checkTarget.IsInRange(pos, minRange)) { if (useLastVisibleTarget) - { - attack.ClearRequestedTarget(); return true; - } return false; } // We can't move into range, so give up if (move == null || maxRange == WDist.Zero || maxRange < minRange) - { - attack.ClearRequestedTarget(); return true; - } wasMovingWithinRange = true; QueueChild(move.MoveWithinRange(target, minRange, maxRange, checkTarget.CenterPosition, Color.Red)); return false; } + protected override void OnLastRun(Actor self) + { + // Cancel the requested target, but keep firing on it while in range + attack.ClearRequestedTarget(); + } + void IActivityNotifyStanceChanged.StanceChanged(Actor self, AutoTarget autoTarget, UnitStance oldStance, UnitStance newStance) { // Cancel non-forced targets when switching to a more restrictive stance if they are no longer valid for auto-targeting