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Bug in the condensed weapon logic - uses the attacker's current position, instead of the attack position. See this snippet:
// Evaluate being able to hit the target
bool willFireAtTarget = cWeapon.First.WillFireAtTargetFromPosition(target, attacker.CurrentPosition, attacker.CurrentRotation);
bool withinRange = distance <= cWeapon.First.MaxRange;
Mod.Log.Debug?.Write($" -- willFireAtTarget: {willFireAtTarget} withinRange: {withinRange}");
if (willFireAtTarget && withinRange)
{
Mod.Log.Debug?.Write($" -- has LOF and is within range, adding to ranged set");
RangedWeapons.Add(cWeapon);
}
This will fail if the target is out of firing range at the start, but can charge into melee. Need to fix this.
The text was updated successfully, but these errors were encountered:
Bug in the condensed weapon logic - uses the attacker's current position, instead of the attack position. See this snippet:
This will fail if the target is out of firing range at the start, but can charge into melee. Need to fix this.
The text was updated successfully, but these errors were encountered: