Initial convertion of a_Dt to std::chrono
also refactored cWorld::m_WorldAge and cWorld::m_TimeOfDay
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@@ -252,14 +252,14 @@ bool cMonster::ReachedFinalDestination()
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void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
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void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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{
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super::Tick(a_Dt, a_Chunk);
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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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m_DestroyTimer += a_Dt / 1000;
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m_DestroyTimer += a_Dt.count() / 1000;
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if (m_DestroyTimer > 1)
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{
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Destroy(true);
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@@ -275,8 +275,6 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
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// Burning in daylight
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HandleDaylightBurning(a_Chunk);
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a_Dt /= 1000;
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if (m_bMovingToDestination)
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{
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if (m_bOnGround)
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@@ -347,18 +345,18 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
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case IDLE:
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{
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// If enemy passive we ignore checks for player visibility
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InStateIdle(a_Dt);
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InStateIdle(std::chrono::duration_cast<std::chrono::seconds>(a_Dt).count());
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break;
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}
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case CHASING:
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{
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// If we do not see a player anymore skip chasing action
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InStateChasing(a_Dt);
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InStateChasing(std::chrono::duration_cast<std::chrono::seconds>(a_Dt).count());
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break;
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}
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case ESCAPING:
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{
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InStateEscaping(a_Dt);
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InStateEscaping(std::chrono::duration_cast<std::chrono::seconds>(a_Dt).count());
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break;
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}
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