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Do not require frameAngles for ray-based animation

This commit is contained in:
Ivan Savenko
2025-10-28 11:47:53 +02:00
parent 4b7b67d411
commit 34a4668998

View File

@@ -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();