+1

On 10/06/2013 8:02 p.m., Paul Chote wrote:
>
> In OpenRA.Mods.RA/Activities/Infiltrate.cs:
>
> >  				self.Destroy();
> > +			else
> > +				self.World.AddFrameEndTask(w => { if (!self.Destroyed) w.Remove(self); });
>
> This looks like a giant hack. I assume it's so you don't fail victory 
> conditions when you infiltrate a target structure?
> That would be better handled by having an infiltration action that can 
> be hooked by the mission script, to disable the fail condition or do 
> whatever else is necessary before destroying the actor.
>
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>