Fix attack behaviour of disabled units.
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@@ -10,6 +10,7 @@
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Traits;
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@@ -200,8 +201,16 @@ namespace OpenRA.Mods.Common.Activities
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}
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attackStatus |= AttackStatus.Attacking;
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attack.DoAttack(self, target, armaments);
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DoAttack(self, attack, armaments);
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return AttackStatus.Attacking;
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}
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protected virtual void DoAttack(Actor self, AttackFrontal attack, IEnumerable<Armament> armaments)
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{
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if (!attack.IsTraitPaused)
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foreach (var a in armaments)
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a.CheckFire(self, facing, target);
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}
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}
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}
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@@ -122,12 +122,12 @@ namespace OpenRA.Mods.Common.Traits
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return true;
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}
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public virtual void DoAttack(Actor self, Target target, IEnumerable<Armament> armaments = null)
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public virtual void DoAttack(Actor self, Target target)
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{
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if (armaments == null && !CanAttack(self, target))
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if (!CanAttack(self, target))
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return;
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foreach (var a in armaments ?? Armaments)
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foreach (var a in Armaments)
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a.CheckFire(self, facing, target);
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}
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@@ -350,7 +350,7 @@ namespace OpenRA.Mods.Common.Traits
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public void AttackTarget(Target target, bool queued, bool allowMove, bool forceAttack = false)
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{
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if (IsTraitDisabled || IsTraitPaused)
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if (IsTraitDisabled)
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return;
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if (!target.IsValidFor(self))
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@@ -142,7 +142,7 @@ namespace OpenRA.Mods.Common.Traits
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return coords.Value.LocalToWorld(p.Offset.Rotate(bodyOrientation));
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}
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public override void DoAttack(Actor self, Target target, IEnumerable<Armament> armaments = null)
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public override void DoAttack(Actor self, Target target)
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{
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if (!CanAttack(self, target))
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return;
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@@ -50,7 +50,7 @@ namespace OpenRA.Mods.D2k.Traits
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Info = info;
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}
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public override void DoAttack(Actor self, Target target, IEnumerable<Armament> armaments = null)
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public override void DoAttack(Actor self, Target target)
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{
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// This is so that the worm does not launch an attack against a target that has reached solid rock
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if (target.Type != TargetType.Actor || !CanAttack(self, target))
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@@ -86,6 +86,11 @@ namespace OpenRA.Mods.D2k.Traits
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targetIsHiddenActor = false;
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return target;
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}
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protected override void DoAttack(Actor self, AttackFrontal attack, IEnumerable<Armament> armaments)
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{
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attack.DoAttack(self, target);
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}
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}
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}
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}
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