0ad/binaries/data/mods
wraitii f990cd2381 Ensure units do get in attacking range since that range can change over time because of elevation differences.
This is a partial revert of 4fda917f46, which skipped the
"MoveToTargetAttackingRange" in APPROACHING. I (incorrectly) assumed
that the original order was still perfectly fine, but in fact the
attacker's max range may have changed as that depends on the relative
elevation between attack and target - and so the original order might
never get us in range!
This was introduced originally in 8c74df2acd.

Add a comment to clarify this.

Further, this makes sure UnitMotion still is aware that it has a target
even if it is in range from the beginning, as that could lead
to stuckiness (and did when chasing sometimes). This was done in D1984
anyways.

Fixes #5478.

Differential Revision: https://code.wildfiregames.com/D2035
This was SVN commit r22429.
2019-07-03 18:05:11 +00:00
..
_test.dae/art
_test.minimal Fix a typo. 2017-11-03 10:22:27 +00:00
_test.sim Fix ESLint semicolon-related warnings 2019-07-01 11:09:19 +00:00
_test.tex/art/textures
_test.xero
mod Fix ESLint semicolon-related warnings 2019-07-01 11:09:19 +00:00
public Ensure units do get in attacking range since that range can change over time because of elevation differences. 2019-07-03 18:05:11 +00:00