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

@@ -49,9 +49,6 @@ namespace OpenRA.Mods.Common.Projectiles
[Desc("Beam can be blocked.")]
public readonly bool Blockable = false;
[Desc("Ignore any other targetable positions and aim directly at center of target actor.")]
public readonly bool TargetCenterPosition = false;
[Desc("Draw a second beam (for 'glow' effect).")]
public readonly bool SecondaryBeam = false;
@@ -131,7 +128,7 @@ namespace OpenRA.Mods.Common.Projectiles
{
// Beam tracks target
if (info.TrackTarget && args.GuidedTarget.IsValidFor(args.SourceActor))
target = info.TargetCenterPosition ? args.GuidedTarget.CenterPosition : args.GuidedTarget.Positions.PositionClosestTo(source);
target = args.Weapon.TargetActorCenter ? args.GuidedTarget.CenterPosition : args.GuidedTarget.Positions.PositionClosestTo(source);
// Check for blocking actors
WPos blockedPos;