1
0

Fix mob attack interval

This commit is contained in:
LogicParrot
2016-01-12 12:11:10 +02:00
parent e2a053263f
commit 21df3cb0d8
7 changed files with 28 additions and 24 deletions

View File

@@ -75,7 +75,6 @@ void cAggressiveMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
if (TargetIsInRange() && !LineOfSight.Trace(MyHeadPosition, AttackDirection, static_cast<int>(AttackDirection.Length())) && (GetHealth() > 0.0))
{
// Attack if reached destination, target isn't null, and have a clear line of sight to target (so won't attack through walls)
StopMovingToPosition();
Attack(a_Dt);
}
}
@@ -86,14 +85,13 @@ void cAggressiveMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
bool cAggressiveMonster::Attack(std::chrono::milliseconds a_Dt)
{
m_AttackInterval += (static_cast<float>(a_Dt.count()) / 1000) * m_AttackRate;
if ((m_Target == nullptr) || (m_AttackInterval < 3.0))
if ((m_Target == nullptr) || (m_AttackCoolDownTicksLeft != 0))
{
return false;
}
// Setting this higher gives us more wiggle room for attackrate
m_AttackInterval = 0.0;
ResetAttackCooldown();
m_Target->TakeDamage(dtMobAttack, this, m_AttackDamage, 0);
return true;