unhack that a bit; delayed damage works
This commit is contained in:
@@ -78,11 +78,7 @@ namespace OpenRA.Effects
|
||||
{
|
||||
t += 40;
|
||||
|
||||
if (t > TotalTime()) /* remove finished bullets */
|
||||
{
|
||||
world.AddFrameEndTask(w => w.Remove(this));
|
||||
Combat.DoImpact(Args.weapon.Warheads[0], Args, VisualDest - new int2(0, Args.destAltitude));
|
||||
}
|
||||
if (t > TotalTime()) Explode( world );
|
||||
|
||||
if (Info.Trail != null)
|
||||
{
|
||||
@@ -126,5 +122,11 @@ namespace OpenRA.Effects
|
||||
Info.UnderWater ? "shadow" : Args.firedBy.Owner.Palette);
|
||||
}
|
||||
}
|
||||
|
||||
void Explode( World world )
|
||||
{
|
||||
world.AddFrameEndTask(w => w.Remove(this));
|
||||
Combat.DoImpacts(Args, VisualDest - new int2(0, Args.destAltitude));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user