Fix paratroopers on heightmapped terrain
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@@ -54,7 +54,7 @@ namespace OpenRA.Mods.Common.Activities
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Activity LastTick(Actor self)
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Activity LastTick(Actor self)
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{
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{
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pos.SetPosition(self, currentPosition - new WVec(0, 0, currentPosition.Z));
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pos.SetPosition(self, currentPosition);
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if (um != null)
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if (um != null)
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foreach (var u in para.ParachuteUpgrade)
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foreach (var u in para.ParachuteUpgrade)
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@@ -75,7 +75,7 @@ namespace OpenRA.Mods.Common.Activities
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currentPosition -= fallVector;
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currentPosition -= fallVector;
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// If the unit has landed, this will be the last tick
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// If the unit has landed, this will be the last tick
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if (currentPosition.Z <= 0)
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if (self.World.Map.DistanceAboveTerrain(currentPosition).Length <= 0)
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return LastTick(self);
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return LastTick(self);
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pos.SetVisualPosition(self, currentPosition);
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pos.SetVisualPosition(self, currentPosition);
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@@ -422,7 +422,7 @@ namespace OpenRA.Mods.Common.Traits
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{
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{
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var cell = self.World.Map.CellContaining(pos);
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var cell = self.World.Map.CellContaining(pos);
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SetLocation(cell, FromSubCell, cell, FromSubCell);
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SetLocation(cell, FromSubCell, cell, FromSubCell);
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SetVisualPosition(self, self.World.Map.CenterOfSubCell(cell, FromSubCell) + new WVec(0, 0, pos.Z));
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SetVisualPosition(self, self.World.Map.CenterOfSubCell(cell, FromSubCell) + new WVec(0, 0, self.World.Map.DistanceAboveTerrain(pos).Length));
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FinishedMoving(self);
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FinishedMoving(self);
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}
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}
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