From 7ca08e24854e9480e395acab4150dfece1239a1f Mon Sep 17 00:00:00 2001 From: leper Date: Thu, 25 Sep 2014 16:33:38 +0000 Subject: [PATCH] Fix type errors in cmpAttack by switching parameter and object. This was SVN commit r15805. --- binaries/data/mods/public/simulation/components/Attack.js | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/binaries/data/mods/public/simulation/components/Attack.js b/binaries/data/mods/public/simulation/components/Attack.js index 64bec003a5..19332c6874 100644 --- a/binaries/data/mods/public/simulation/components/Attack.js +++ b/binaries/data/mods/public/simulation/components/Attack.js @@ -558,7 +558,7 @@ Attack.prototype.testCollision = function(ent, point, lateness) if (targetShape.type === 'circle') { // Use VectorDistanceSquared and square targetShape.radius to avoid square roots. - return (point.horizDistanceTo(targetPosition) < (targetShape.radius * targetShape.radius)); + return (targetPosition.horizDistanceTo(point) < (targetShape.radius * targetShape.radius)); } else { @@ -609,7 +609,7 @@ Attack.prototype.MissileHit = function(data, lateness) { // If we didn't hit the main target look for nearby units var cmpPlayer = Engine.QueryInterface(Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetPlayerByID(data.playerId), IID_Player) - var ents = Damage.EntitiesNearPoint(data.position, data.position.horizDistanceTo(targetPosition) * 2, cmpPlayer.GetEnemies()); + var ents = Damage.EntitiesNearPoint(data.position, targetPosition.horizDistanceTo(data.position) * 2, cmpPlayer.GetEnemies()); for (var i = 0; i < ents.length; i++) {