Fix mob attack interval
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@@ -88,7 +88,7 @@ cMonster::cMonster(const AString & a_ConfigName, eMonsterType a_MobType, const A
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, m_AttackRate(3)
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, m_AttackDamage(1)
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, m_AttackRange(1)
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, m_AttackInterval(0)
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, m_AttackCoolDownTicksLeft(0)
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, m_SightDistance(25)
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, m_DropChanceWeapon(0.085f)
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, m_DropChanceHelmet(0.085f)
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@@ -214,6 +214,11 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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super::Tick(a_Dt, a_Chunk);
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GET_AND_VERIFY_CURRENT_CHUNK(Chunk, POSX_TOINT, POSZ_TOINT);
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if (m_AttackCoolDownTicksLeft > 0)
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{
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m_AttackCoolDownTicksLeft -= 1;
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}
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if (m_Health <= 0)
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{
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// The mob is dead, but we're still animating the "puff" they leave when they die
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@@ -690,6 +695,15 @@ void cMonster::InStateEscaping(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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void cMonster::ResetAttackCooldown()
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{
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m_AttackCoolDownTicksLeft = static_cast<int>(3 * 20 * m_AttackRate); // A second has 20 ticks, an attack rate of 1 means 1 hit every 3 seconds
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}
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void cMonster::SetCustomName(const AString & a_CustomName)
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{
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m_CustomName = a_CustomName;
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