Add support for being blockable to LaserZap

This commit is contained in:
reaperrr
2016-09-20 17:03:12 +02:00
parent 2a00a606d2
commit e69ad1cb2d

View File

@@ -16,6 +16,7 @@ using OpenRA.GameRules;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Effects;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Projectiles
@@ -45,6 +46,12 @@ namespace OpenRA.Mods.Common.Projectiles
[Desc("Maximum offset at the maximum range.")]
public readonly WDist Inaccuracy = WDist.Zero;
[Desc("Extra search radius beyond beam width. Required to ensure affecting actors with large health radius.")]
public readonly WDist TargetExtraSearchRadius = new WDist(1536);
[Desc("Beam can be blocked.")]
public readonly bool Blockable = false;
[Desc("Draw a second beam (for 'glow' effect).")]
public readonly bool SecondaryBeam = false;
@@ -116,6 +123,14 @@ namespace OpenRA.Mods.Common.Projectiles
if (info.TracksTarget && args.GuidedTarget.IsValidFor(args.SourceActor))
target = args.GuidedTarget.CenterPosition;
// Check for blocking actors
WPos blockedPos;
if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, source, target,
info.Width, info.TargetExtraSearchRadius, out blockedPos))
{
target = blockedPos;
}
if (!doneDamage)
{
if (hitanim != null)