Sorted a few constructors to remove warnings.
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@@ -68,9 +68,12 @@ static const struct
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cMonster::cMonster(const AString & a_ConfigName, eType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height)
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: super(etMonster, a_Width, a_Height)
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, m_EMState(IDLE)
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, m_EMPersonality(AGGRESSIVE)
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, m_SightDistance(25)
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, m_Target(NULL)
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, m_AttackRate(3)
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, idle_interval(0)
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, m_IdleInterval(0)
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, m_bMovingToDestination(false)
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, m_DestinationTime( 0 )
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, m_DestroyTimer( 0 )
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@@ -78,10 +81,7 @@ cMonster::cMonster(const AString & a_ConfigName, eType a_MobType, const AString
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, m_MobType(a_MobType)
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, m_SoundHurt(a_SoundHurt)
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, m_SoundDeath(a_SoundDeath)
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, m_EMState(IDLE)
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, m_SightDistance(25)
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, m_SeePlayerInterval (0)
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, m_EMPersonality(AGGRESSIVE)
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, m_AttackDamage(1.0f)
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, m_AttackRange(2.0f)
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, m_AttackInterval(0)
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@@ -435,13 +435,13 @@ void cMonster::EventLosePlayer(void)
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// What to do if in Idle State
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void cMonster::InStateIdle(float a_Dt)
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{
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idle_interval += a_Dt;
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if (idle_interval > 1)
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m_IdleInterval += a_Dt;
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if (m_IdleInterval > 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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// LOGD("Moving: int: %3.3f rem: %i",idle_interval,rem);
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idle_interval -= 1; // So nothing gets dropped when the server hangs for a few seconds
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m_IdleInterval -= 1; // So nothing gets dropped when the server hangs for a few seconds
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Vector3f Dist;
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Dist.x = (float)(m_World->GetTickRandomNumber(10) - 5);
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Dist.z = (float)(m_World->GetTickRandomNumber(10) - 5);
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