add new long WRange.RangeSquared to avoid integer overflows

This commit is contained in:
Matthias Mailänder
2015-05-31 23:51:30 +02:00
parent 79edf648a7
commit ea5003cd2d
15 changed files with 18 additions and 22 deletions

View File

@@ -181,7 +181,7 @@ namespace OpenRA.Mods.Common.Effects
var cell = world.Map.CellContaining(pos);
var shouldExplode = (pos.Z < 0) // Hit the ground
|| (dist.LengthSquared < info.CloseEnough.Range * info.CloseEnough.Range) // Within range
|| (dist.LengthSquared < info.CloseEnough.RangeSquared) // Within range
|| (info.RangeLimit != 0 && ticks > info.RangeLimit) // Ran out of fuel
|| (info.Blockable && world.ActorMap.GetUnitsAt(cell).Any(a => a.HasTrait<IBlocksProjectiles>())) // Hit a wall or other blocking obstacle
|| !world.Map.Contains(cell) // This also avoids an IndexOutOfRangeException in GetTerrainInfo below.