Added IsInWorld check to attack code. Refs #1496
This was SVN commit r11967.
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@ -501,11 +501,11 @@ Attack.prototype.TargetKilled = function(killerEntity, targetEntity)
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Attack.prototype.InterpolatedLocation = function(ent, lateness)
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Attack.prototype.InterpolatedLocation = function(ent, lateness)
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{
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{
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var targetPositionCmp = Engine.QueryInterface(ent, IID_Position);
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var cmpTargetPosition = Engine.QueryInterface(ent, IID_Position);
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if (!targetPositionCmp) // TODO: handle dead target properly
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if (!cmpTargetPosition || !cmpTargetPosition.IsInWorld()) // TODO: handle dead target properly
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return undefined;
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return undefined;
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var curPos = targetPositionCmp.GetPosition();
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var curPos = cmpTargetPosition.GetPosition();
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var prevPos = targetPositionCmp.GetPreviousPosition();
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var prevPos = cmpTargetPosition.GetPreviousPosition();
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lateness /= 1000;
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lateness /= 1000;
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return {"x": (curPos.x * (this.turnLength - lateness) + prevPos.x * lateness) / this.turnLength,
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return {"x": (curPos.x * (this.turnLength - lateness) + prevPos.x * lateness) / this.turnLength,
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"z": (curPos.z * (this.turnLength - lateness) + prevPos.z * lateness) / this.turnLength};
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"z": (curPos.z * (this.turnLength - lateness) + prevPos.z * lateness) / this.turnLength};
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