Fix projectiles fired from sky / missing cast in Vector3D in b1659e7618
. Removes a trailing .0
Reported by: @faction02 Reviewed by: @wraitii Differential Revision: https://code.wildfiregames.com/D2326 This was SVN commit r22990.
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@ -503,7 +503,7 @@ Attack.prototype.PerformAttack = function(type, target)
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impactAnimationLifetime = this.template[type].Projectile.ImpactAnimationLifetime || 0;
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// TODO: Use unit rotation to implement x/z offsets.
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let deltaLaunchPoint = new Vector3D(0, this.template[type].Projectile.LaunchPoint["@y"], 0.0);
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let deltaLaunchPoint = new Vector3D(0, +this.template[type].Projectile.LaunchPoint["@y"], 0);
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let launchPoint = Vector3D.add(selfPosition, deltaLaunchPoint);
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let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
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