Non-tracking nature of bullets means you can predict the flight time, so my
other concern isn't an issue there... it's quite possible that we have a
divide by zero in there too though which just isn't hit in reality.


On Wed, Jan 15, 2014 at 10:03 AM, reaperrr <notifications@github.com> wrote:

> In OpenRA.Mods.RA/Effects/Missile.cs:
>
> > @@ -98,6 +102,18 @@ public Missile(MissileInfo info, ProjectileArgs args)
> >  				trail = new ContrailRenderable(args.SourceActor.World, color, info.ContrailLength, info.ContrailDelay, 0);
> >  			}
> >  		}
> > +		int GetEffectiveFacing()
> > +		{
> > +			var at = (float)ticks / (length - 1);
>
> hm, I assume it's not as simple as removing the '-1'?
>
> On a sidenote, the whole GetEffectiveFacing code is a direct copy from
> Bullet.cs, is that a potential problem there as well or does the
> non-tracking nature of bullets avoid this issue?
>
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