Fixed #11512
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@@ -426,6 +426,8 @@ public class Weapon implements Cloneable{
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Vars.control.sound.loop(activeSound, unit, activeSoundVolume);
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Vars.control.sound.loop(activeSound, unit, activeSoundVolume);
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}
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}
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float velLen = unit.isRemote() ? unit.vel.len() : unit.deltaLen() / Time.delta;
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//shoot if applicable
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//shoot if applicable
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if(mount.shoot && //must be shooting
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if(mount.shoot && //must be shooting
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can && //must be able to shoot
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can && //must be able to shoot
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@@ -433,7 +435,7 @@ public class Weapon implements Cloneable{
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(!useAmmo || unit.ammo > 0 || !state.rules.unitAmmo || unit.team.rules().infiniteAmmo) && //check ammo
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(!useAmmo || unit.ammo > 0 || !state.rules.unitAmmo || unit.team.rules().infiniteAmmo) && //check ammo
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(!alternate || wasFlipped == flipSprite) &&
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(!alternate || wasFlipped == flipSprite) &&
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mount.warmup >= minWarmup && //must be warmed up
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mount.warmup >= minWarmup && //must be warmed up
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unit.deltaLen() / Time.delta >= minShootVelocity && //check velocity requirements
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velLen >= minShootVelocity && //check velocity requirements
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(mount.reload <= 0.0001f || (alwaysContinuous && mount.bullet == null)) && //reload has to be 0, or it has to be an always-continuous weapon
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(mount.reload <= 0.0001f || (alwaysContinuous && mount.bullet == null)) && //reload has to be 0, or it has to be an always-continuous weapon
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(alwaysShooting || Angles.within(rotate ? mount.rotation : unit.rotation + baseRotation, mount.targetRotation, shootCone)) //has to be within the cone
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(alwaysShooting || Angles.within(rotate ? mount.rotation : unit.rotation + baseRotation, mount.targetRotation, shootCone)) //has to be within the cone
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){
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){
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