diff --git a/Assets/Scripts/Gameplay/Weapons/GuidedProjectile.cs b/Assets/Scripts/Gameplay/Weapons/GuidedProjectile.cs index db2a8674d..c66ede374 100644 --- a/Assets/Scripts/Gameplay/Weapons/GuidedProjectile.cs +++ b/Assets/Scripts/Gameplay/Weapons/GuidedProjectile.cs @@ -134,14 +134,11 @@ public class GuidedProjectile : MonoBehaviour var targetDist = diff.magnitude; var sourceDist = length(StartPosition.xz - position.xz); + // Out of range, or flown past its target: the round falls away. Only the simulation's detonation + // (Resolve) shows an explosion; a round that merely ran out of flight has none. if (sourceDist > Range || dot(diff.ToCultMath(), Velocity.ToCultMath()) < 0) { StartCoroutine(FadeOut()); - if (HitEffect != null) - { - var ht = HitEffect.Instantiate(); - ht.position = t.position; - } return; } _prevDist = targetDist;