From 2c229a986dd5a5840954c850c4ef36ee95952161 Mon Sep 17 00:00:00 2001 From: wraitii Date: Sun, 1 Sep 2019 07:28:50 +0000 Subject: [PATCH] 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. --- binaries/data/mods/public/maps/random/polar_sea_triggers.js | 2 +- binaries/data/mods/public/simulation/helpers/Attacking.js | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/binaries/data/mods/public/maps/random/polar_sea_triggers.js b/binaries/data/mods/public/maps/random/polar_sea_triggers.js index 9e478356da..38a6cde275 100644 --- a/binaries/data/mods/public/maps/random/polar_sea_triggers.js +++ b/binaries/data/mods/public/maps/random/polar_sea_triggers.js @@ -51,7 +51,7 @@ Trigger.prototype.SpawnWolvesAndAttack = function() continue; // The returned entities are sorted by RangeManager already - let targets = Attack.EntitiesNearPoint(attackerPos, 200, players).filter(ent => { + let targets = Attacking.EntitiesNearPoint(attackerPos, 200, players).filter(ent => { let cmpIdentity = Engine.QueryInterface(ent, IID_Identity); return cmpIdentity && MatchesClassList(cmpIdentity.GetClassesList(), targetClasses); }); diff --git a/binaries/data/mods/public/simulation/helpers/Attacking.js b/binaries/data/mods/public/simulation/helpers/Attacking.js index 0fc99b68bd..c9147283a7 100644 --- a/binaries/data/mods/public/simulation/helpers/Attacking.js +++ b/binaries/data/mods/public/simulation/helpers/Attacking.js @@ -239,7 +239,7 @@ Attacking.prototype.HandleAttackEffects = function(attackType, attackData, targe let receiver = g_EffectReceiver[effectType]; let cmpReceiver = Engine.QueryInterface(target, global[receiver.IID]); if (!cmpReceiver) - return; + continue; Object.assign(targetState, cmpReceiver[receiver.method](attackData[effectType], attacker, attackerOwner, bonusMultiplier)); }