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Do not require frameAngles for ray-based animation

Ivan Savenko 1 month ago
parent
commit
34a4668998
1 changed files with 1 additions and 1 deletions
  1. 1 1
      client/battle/BattleProjectileController.cpp

+ 1 - 1
client/battle/BattleProjectileController.cpp

@@ -161,7 +161,7 @@ const CCreature & BattleProjectileController::getShooter(const CStack * stack) c
 	if(creature->getId() == CreatureID::ARROW_TOWERS)
 		creature = owner.siegeController->getTurretCreature(stack->initialPosition);
 
-	if(creature->animation.missileFrameAngles.empty())
+	if(creature->animation.missileFrameAngles.empty() && creature->animation.projectileRay.empty())
 	{
 		logAnim->error("Mod error: Creature '%s' on the Archer's tower is not a shooter. Mod should be fixed. Trying to use archer's data instead...", creature->getNameSingularTranslated());
 		creature = CreatureID(CreatureID::ARCHER).toCreature();