hack around some more z-glitches
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@@ -49,7 +49,6 @@ namespace OpenRA.Mods.RA
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return;
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return;
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const int RangeTolerance = 1; /* how far inside our maximum range we should try to sit */
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const int RangeTolerance = 1; /* how far inside our maximum range we should try to sit */
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/* todo: choose the appropriate weapon, when only one works against this target */
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var weapon = ChooseWeaponForTarget(Target.FromOrder(order));
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var weapon = ChooseWeaponForTarget(Target.FromOrder(order));
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if (weapon == null)
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if (weapon == null)
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return;
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return;
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@@ -37,7 +37,7 @@ namespace OpenRA.Mods.RA.Render
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anims.Add( "turret_{0}".F(i),
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anims.Add( "turret_{0}".F(i),
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new AnimationWithOffset( turretAnim,
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new AnimationWithOffset( turretAnim,
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() => Combat.GetTurretPosition( self, facing, turret ),
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() => Combat.GetTurretPosition( self, facing, turret ),
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null) { ZOffset = 1 });
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null) { ZOffset = 70 });
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if (attackInfo.MuzzleFlash)
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if (attackInfo.MuzzleFlash)
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{
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{
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@@ -24,7 +24,7 @@ namespace OpenRA.Mods.RA
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var shadowSprites = r.Select(a => a.WithPalette("shadow"));
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var shadowSprites = r.Select(a => a.WithPalette("shadow"));
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var flyingSprites = (move.Altitude <= 0) ? r
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var flyingSprites = (move.Altitude <= 0) ? r
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: r.Select(a => a.WithPos(a.Pos - new float2(0, move.Altitude)).WithZOffset(3));
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: r.Select(a => a.WithPos(a.Pos - new float2(0, move.Altitude)).WithZOffset(move.Altitude));
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return shadowSprites.Concat(flyingSprites);
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return shadowSprites.Concat(flyingSprites);
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}
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}
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