From 770f14fa2ad2c4cd75ef78fc13fda0ae62f8a2ab Mon Sep 17 00:00:00 2001 From: Chris Forbes Date: Fri, 6 Apr 2018 20:39:55 -0700 Subject: [PATCH] Use IPositionable.CanExistInCell in Bridge/GroundLevelBridge We don't care whether there's empty space for the actor now -- we care whether the terrain the actor is ALREADY standing on remains suitable after the bridge state change. --- OpenRA.Mods.Common/Traits/Buildings/Bridge.cs | 2 +- OpenRA.Mods.Common/Traits/Buildings/GroundLevelBridge.cs | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/OpenRA.Mods.Common/Traits/Buildings/Bridge.cs b/OpenRA.Mods.Common/Traits/Buildings/Bridge.cs index 111b236dfd..367f7aac6b 100644 --- a/OpenRA.Mods.Common/Traits/Buildings/Bridge.cs +++ b/OpenRA.Mods.Common/Traits/Buildings/Bridge.cs @@ -243,7 +243,7 @@ namespace OpenRA.Mods.Common.Traits { foreach (var c in footprint.Keys) foreach (var a in self.World.ActorMap.GetActorsAt(c)) - if (a.Info.HasTraitInfo() && !a.Trait().CanEnterCell(c)) + if (a.Info.HasTraitInfo() && !a.Trait().CanExistInCell(c)) a.Kill(self, info.DamageTypes); } diff --git a/OpenRA.Mods.Common/Traits/Buildings/GroundLevelBridge.cs b/OpenRA.Mods.Common/Traits/Buildings/GroundLevelBridge.cs index 75c4e7332e..87f30b6593 100644 --- a/OpenRA.Mods.Common/Traits/Buildings/GroundLevelBridge.cs +++ b/OpenRA.Mods.Common/Traits/Buildings/GroundLevelBridge.cs @@ -97,7 +97,7 @@ namespace OpenRA.Mods.Common.Traits { foreach (var c in cells) foreach (var a in self.World.ActorMap.GetActorsAt(c)) - if (a.Info.HasTraitInfo() && !a.Trait().CanEnterCell(c)) + if (a.Info.HasTraitInfo() && !a.Trait().CanExistInCell(c)) a.Kill(self, Info.DamageTypes); }