Introduce Weapon.TargetActorCenter and adapt projectiles

This also fixes issues with attackers that don't have their own Attack
trait.
This commit is contained in:
reaperrr
2017-06-18 22:27:27 +02:00
committed by Paul Chote
parent 6b3c04a584
commit edffaa4987
15 changed files with 20 additions and 31 deletions

View File

@@ -57,9 +57,6 @@ namespace OpenRA.Mods.Common.Projectiles
[Desc("Does the beam follow the target.")]
public readonly bool TrackTarget = false;
[Desc("Ignore any other targetable positions and aim directly at center of target actor.")]
public readonly bool TargetCenterPosition = false;
[Desc("Should the beam be visually rendered? False = Beam is invisible.")]
public readonly bool RenderBeam = true;
@@ -160,7 +157,7 @@ namespace OpenRA.Mods.Common.Projectiles
if (args.GuidedTarget.IsValidFor(args.SourceActor))
{
var guidedTargetPos = info.TargetCenterPosition ? args.GuidedTarget.CenterPosition : args.GuidedTarget.Positions.PositionClosestTo(args.Source);
var guidedTargetPos = args.Weapon.TargetActorCenter ? args.GuidedTarget.CenterPosition : args.GuidedTarget.Positions.PositionClosestTo(args.Source);
var targetDistance = new WDist((guidedTargetPos - args.Source).Length);
// Only continue tracking target if it's within weapon range +