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Fix smudges spawning/growing on cells occupied by structures or vehicles #11592

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merged 6 commits into from Jul 9, 2016

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reaperrr
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@reaperrr reaperrr commented Jul 7, 2016

With this, the LeaveSmudge warhead checks the target type(s) of actors on affected cells, rather than only caring about the terrain.

This can be used to prevent craters or scorches spawning and growing under buildings and vehicles, which matches the behavior in the originals and looks more realistic anyway.

Also, but not related, the explosion sound of TD artillery weapon was not playing because it was listed as uppercase, this is fixed as well.

Fixes #6464.

This can be used to prevent smudges to spawn below buildings, vehicles etc.
Also walls, trees and husks in most cases.

Note: Differences between warheads are intentional.
Note2: Some smudge WHs were removed instead when the weapon was purely anti-air or anti-water.
Also trees, husks and creeps (dinos and visceroids) in most cases.
Exceptions are intentional.
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reaperrr commented Jul 7, 2016

Note: Would be nice to get this in before the playtest, I think it's some nice polish with little regression risk.

@Mailaender Mailaender added this to the Next release milestone Jul 8, 2016
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👍

@Mailaender Mailaender merged commit 57acfe3 into OpenRA:bleed Jul 9, 2016
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@reaperrr reaperrr deleted the fix-smudges branch July 17, 2016 09:45
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Craters/Scorches are spawned even if something was hit
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