forked from mirrors/0ad
Further fixes for Generalized Attack D2092/16b452cf91
Iterating over attack effects incorrectly returned instead of continuing when the target did not have a receiver. Polar Sea triggers used Attack instead of Attacking. Reported By: Freagarach Differential Revision: https://code.wildfiregames.com/D2235 This was SVN commit r22814.
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@@ -51,7 +51,7 @@ Trigger.prototype.SpawnWolvesAndAttack = function()
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continue;
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// The returned entities are sorted by RangeManager already
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let targets = Attack.EntitiesNearPoint(attackerPos, 200, players).filter(ent => {
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let targets = Attacking.EntitiesNearPoint(attackerPos, 200, players).filter(ent => {
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let cmpIdentity = Engine.QueryInterface(ent, IID_Identity);
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return cmpIdentity && MatchesClassList(cmpIdentity.GetClassesList(), targetClasses);
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});
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@@ -239,7 +239,7 @@ Attacking.prototype.HandleAttackEffects = function(attackType, attackData, targe
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let receiver = g_EffectReceiver[effectType];
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let cmpReceiver = Engine.QueryInterface(target, global[receiver.IID]);
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if (!cmpReceiver)
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return;
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continue;
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Object.assign(targetState, cmpReceiver[receiver.method](attackData[effectType], attacker, attackerOwner, bonusMultiplier));
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}
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