forked from Mirrors/openclonk
Fix AI stuck in aiming animation when shooting was cancelled by another AI command.
parent
c2f3ff1249
commit
e7a3878406
|
@ -343,6 +343,11 @@ private func CancelAiming(fx)
|
|||
fx.aim_weapon->~ControlUseCancel(this);
|
||||
fx.aim_weapon = nil;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Also cancel aiming done outside AI control
|
||||
this->~CancelAiming();
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -383,9 +388,11 @@ private func ExecuteRanged(fx)
|
|||
if (PathFree(x,y,tx,ty))
|
||||
{
|
||||
// Get shooting angle
|
||||
var shooting_angle = GetBallisticAngle(tx-x, ty-y, fx.projectile_speed, 160);
|
||||
var shooting_angle;
|
||||
if (fx.ranged_direct)
|
||||
shooting_angle = Angle(x, y, tx, ty, 10);
|
||||
else
|
||||
shooting_angle = GetBallisticAngle(tx-x, ty-y, fx.projectile_speed, 160);
|
||||
//Log("AI: Ranged attack calculated angle %d from coordinates (%d, %d) and (%d, %d)", shooting_angle, x, y, tx, ty);
|
||||
if (GetType(shooting_angle) != C4V_Nil)
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue