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Create a Damage system component from the Damage helper object and parts of the Attack component. This fixes the issue by making ranged damage independent of the attacking entity. While there fix the issue of damaging all nearby entities in case the actual target was not hit, instead of only a single one. This was SVN commit r18625.
1 line
36 B
JavaScript
1 line
36 B
JavaScript
Engine.RegisterInterface("Damage");
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