Converted Monster to std::chrono
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@@ -259,8 +259,8 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & 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.count() / 1000;
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if (m_DestroyTimer > 1)
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m_DestroyTimer += a_Dt;
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if (m_DestroyTimer > std::chrono::seconds(1))
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{
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Destroy(true);
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}
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@@ -345,18 +345,18 @@ void cMonster::Tick(std::chrono::milliseconds 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(std::chrono::duration_cast<std::chrono::seconds>(a_Dt).count());
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InStateIdle(a_Dt);
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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(std::chrono::duration_cast<std::chrono::seconds>(a_Dt).count());
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InStateChasing(a_Dt);
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break;
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}
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case ESCAPING:
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{
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InStateEscaping(std::chrono::duration_cast<std::chrono::seconds>(a_Dt).count());
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InStateEscaping(a_Dt);
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break;
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}
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@@ -555,7 +555,7 @@ void cMonster::KilledBy(TakeDamageInfo & a_TDI)
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{
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m_World->SpawnExperienceOrb(GetPosX(), GetPosY(), GetPosZ(), Reward);
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}
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m_DestroyTimer = 0;
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m_DestroyTimer = std::chrono::milliseconds(0);
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}
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@@ -638,7 +638,7 @@ void cMonster::EventLosePlayer(void)
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void cMonster::InStateIdle(float a_Dt)
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void cMonster::InStateIdle(std::chrono::milliseconds a_Dt)
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{
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if (m_bMovingToDestination)
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{
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@@ -647,11 +647,11 @@ void cMonster::InStateIdle(float a_Dt)
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m_IdleInterval += a_Dt;
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if (m_IdleInterval > 1)
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if (m_IdleInterval > std::chrono::seconds(1))
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{
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// At this interval the results are predictable
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int rem = m_World->GetTickRandomNumber(6) + 1;
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m_IdleInterval -= 1; // So nothing gets dropped when the server hangs for a few seconds
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m_IdleInterval -= std::chrono::seconds(1); // So nothing gets dropped when the server hangs for a few seconds
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Vector3d Dist;
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Dist.x = (double)m_World->GetTickRandomNumber(10) - 5;
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@@ -678,7 +678,7 @@ void cMonster::InStateIdle(float a_Dt)
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// What to do if in Chasing State
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// This state should always be defined in each child class
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void cMonster::InStateChasing(float a_Dt)
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void cMonster::InStateChasing(std::chrono::milliseconds a_Dt)
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{
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UNUSED(a_Dt);
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}
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@@ -688,7 +688,7 @@ void cMonster::InStateChasing(float a_Dt)
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// What to do if in Escaping State
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void cMonster::InStateEscaping(float a_Dt)
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void cMonster::InStateEscaping(std::chrono::milliseconds a_Dt)
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{
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UNUSED(a_Dt);
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