From da8a353e655c0eb8b1ab18f00423036b4c738d34 Mon Sep 17 00:00:00 2001 From: reaperrr Date: Sun, 30 Jun 2019 20:35:17 +0200 Subject: [PATCH] Remove redundant code from ProductionAirdrop With the updated Land code, this is now obsolete. --- OpenRA.Mods.Cnc/Traits/Buildings/ProductionAirdrop.cs | 5 +---- 1 file changed, 1 insertion(+), 4 deletions(-) diff --git a/OpenRA.Mods.Cnc/Traits/Buildings/ProductionAirdrop.cs b/OpenRA.Mods.Cnc/Traits/Buildings/ProductionAirdrop.cs index ca697103d4..49ae951bbe 100644 --- a/OpenRA.Mods.Cnc/Traits/Buildings/ProductionAirdrop.cs +++ b/OpenRA.Mods.Cnc/Traits/Buildings/ProductionAirdrop.cs @@ -46,13 +46,10 @@ namespace OpenRA.Mods.Cnc.Traits var owner = self.Owner; var aircraftInfo = self.World.Map.Rules.Actors[info.ActorType].TraitInfo(); - // WDist required to take off or land - var landDistance = aircraftInfo.CruiseAltitude.Length * 1024 / aircraftInfo.MaximumPitch.Tan(); - // Start a fixed distance away: the width of the map. // This makes the production timing independent of spawnpoint var startPos = self.Location + new CVec(owner.World.Map.Bounds.Width, 0); - var endPos = new CPos(owner.World.Map.Bounds.Left - 2 * landDistance / 1024, self.Location.Y); + var endPos = new CPos(owner.World.Map.Bounds.Left, self.Location.Y); // Assume a single exit point for simplicity var exit = self.Info.TraitInfos().First();