From 34a4668998c9dd0cb01539e9d5ef85f46931484c Mon Sep 17 00:00:00 2001 From: Ivan Savenko Date: Tue, 28 Oct 2025 11:47:53 +0200 Subject: [PATCH] Do not require frameAngles for ray-based animation --- client/battle/BattleProjectileController.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/client/battle/BattleProjectileController.cpp b/client/battle/BattleProjectileController.cpp index df8d0211e..a37dc1b03 100644 --- a/client/battle/BattleProjectileController.cpp +++ b/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();