From 73dbc7980b0d1a5a8132cd6e6e81b3cbb55a818b Mon Sep 17 00:00:00 2001 From: Jeremy Saklad Date: Sun, 18 Aug 2024 07:37:30 -0500 Subject: [PATCH] fix: Avoid penalizing Improved Heavy Lasers in weapon bays While heavy lasers incur an accuracy penalty, this obviously isn't meant to apply to improved heavy lasers, which are improved specifically by avoiding that. The check has also been made a bit more efficient. --- megamek/src/megamek/common/actions/WeaponAttackAction.java | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/megamek/src/megamek/common/actions/WeaponAttackAction.java b/megamek/src/megamek/common/actions/WeaponAttackAction.java index 19a137259b1..3dd1a6174e0 100644 --- a/megamek/src/megamek/common/actions/WeaponAttackAction.java +++ b/megamek/src/megamek/common/actions/WeaponAttackAction.java @@ -3838,8 +3838,7 @@ private static ToHitData compileAeroAttackerToHitMods(Game game, Entity ae, Targ if (wtype.getAtClass() == WeaponType.CLASS_LASER) { for (WeaponMounted bweap : weapon.getBayWeapons()) { WeaponType bwtype = bweap.getType(); - if ((bwtype.getInternalName().contains("Heavy")) - && (bwtype.getInternalName().contains("Laser"))) { + if (bwtype.getInternalName().startsWith("CLHeavyLaser")) { toHit.addModifier(+1, Messages.getString("WeaponAttackAction.HeavyLaserInBay")); break; }