08ad7d7f4e1548f603c88b787abd5b5e8fa03f49
penev discovered that the RulesetLoaded functions of projectiles were never being called, meaning that their blocking calculations were not properly accounting for actors with large hitboxes. The best fix for this is to change FindActorsOnLine to always account for the largest actor's hit radius, rather than forcing callers to pass the largest radius. Per the comment in Util.cs, as a result, move this computation to ActorMap. I decided to simplify by not making a separate calculation for actors that block projectiles only; this may cause a small performance degradation as the search space is a bit larger. Similarly to this, I've removed the ability to specify a search radius manually. Because this is only a search radius, setting a value smaller than the largest eligible actor makes no sense; that would lead to completely inconsistent blocking. Setting a larger value, on the other hand, would make no difference. CreateEffectWarhead was the only place in core code any of these search radii were set, and that's because 0 was a mysterious magic value that made the warhead incapable of hitting actors. I replaced it with a boolean flag that more clearly indicates the actual behaviour. Fixes #14151.
OpenRA
A Libre/Free Real Time Strategy game engine supporting early Westwood classics.
- Website: http://www.openra.net
- IRC: #openra on irc.freenode.net
- Repository: https://github.com/OpenRA/OpenRA
Please read the FAQ in our Wiki and report problems at http://bugs.openra.net.
Join the Forums for discussion.
Play
Distributed mods include a reimagining of
- Command & Conquer: Red Alert
- Command & Conquer: Tiberian Dawn
- Dune 2000
Check our Playing the Game Guide to win multiplayer matches.
Contribute
- Please read INSTALL.md and Compiling on how to set up an OpenRA development environment.
- See Hacking for an overview of the engine.
- To get your patches merged, please adhere to the Contributing guidelines.
Mapping
- We offer a Mapping Tutorial as you can change gameplay drastically with custom rules.
- For scripted mission have a look at the Lua API.
- If you want to share your maps with the community, upload them at the OpenRA Resource Center.
Modding
- There exists an auto-generated Trait documentation to get started with yaml files.
- Check the Modding Guide to create your own classic RTS.
- Some hints on how to create new OpenRA compatible Pixelart.
- Upload total conversions at our ModDB profile.
Support
- Sponsor a mirror server if you have some bandwidth to spare.
- You can immediately set up a Dedicated Game Server.
- Fund development by creating Bounties on specific tasks.
License
Copyright 2007-2018 The OpenRA Developers (see AUTHORS) This file is part of OpenRA, which is free software. It is made available to you under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. For more information, see COPYING.
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