This would explain why everything travels the same distance atm. -_-

On 2014-04-06, at 1:39 AM, "Paul Chote" <notifications@github.com> wrote:

> In OpenRA.Mods.D2k/Shrapnel.cs:
> 
> > +		[WeaponReference]
> > +		public string[] Weapons = { };
> > +		public int[] Pieces = { 3, 10 };
> > +		public WRange[] Range = { WRange.FromCells(2), WRange.FromCells(5) };
> > +		public object Create(ActorInitializer actor) { return new Shrapnel(this, actor.world.SharedRandom); }
> > +	}
> > +
> > +	class Shrapnel : INotifyKilled
> > +	{
> > +		readonly ShrapnelInfo info;
> > +		readonly int range;
> > +
> > +		public Shrapnel(ShrapnelInfo info, Thirdparty.Random random) 
> > +		{ 
> > +			this.info = info;
> > +			range = random.Next(info.Range[0].Range, info.Range[1].Range);
> You really should be doing this per-piece anyway, so you get different ranges. This will make ISync unnecessary.
> 
> \
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