Fix mob attack interval
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@@ -50,9 +50,9 @@ void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer)
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bool cSkeleton::Attack(std::chrono::milliseconds a_Dt)
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{
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StopMovingToPosition(); // Todo handle this in a better way, the skeleton does some uneeded recalcs due to inStateChasing
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cFastRandom Random;
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m_AttackInterval += (static_cast<float>(a_Dt.count()) / 1000) * m_AttackRate;
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if ((m_Target != nullptr) && (m_AttackInterval > 3.0))
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if ((m_Target != nullptr) && (m_AttackCoolDownTicksLeft == 0))
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{
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Vector3d Inaccuracy = Vector3d(Random.NextFloat(0.5) - 0.25, Random.NextFloat(0.5) - 0.25, Random.NextFloat(0.5) - 0.25);
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Vector3d Speed = (m_Target->GetPosition() + Inaccuracy - GetPosition()) * 5;
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@@ -69,8 +69,8 @@ bool cSkeleton::Attack(std::chrono::milliseconds a_Dt)
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return false;
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}
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m_World->BroadcastSpawnEntity(*Arrow);
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m_AttackInterval = 0.0;
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ResetAttackCooldown();
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return true;
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}
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return false;
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