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authorGargaj <gargaj@conspiracy.hu>2015-11-07 13:48:00 +0100
committerGargaj <gargaj@conspiracy.hu>2015-11-07 13:48:00 +0100
commit31dac0cb2e89d8b06657774a32289b7efd36c8f0 (patch)
tree8a53b9b7c6ef6fd6523ab924fe5855425e1b4bf8 /src/Mobs/AggressiveMonster.cpp
parentMerge pull request #2611 from Gargaj/chickenfall (diff)
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Diffstat (limited to 'src/Mobs/AggressiveMonster.cpp')
-rw-r--r--src/Mobs/AggressiveMonster.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/Mobs/AggressiveMonster.cpp b/src/Mobs/AggressiveMonster.cpp
index 65bda2dff..1355a3627 100644
--- a/src/Mobs/AggressiveMonster.cpp
+++ b/src/Mobs/AggressiveMonster.cpp
@@ -80,7 +80,7 @@ void cAggressiveMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
Vector3d AttackDirection(m_Target->GetPosition() + Vector3d(0, m_Target->GetHeight(), 0) - MyHeadPosition);
- if (TargetIsInRange() && !LineOfSight.Trace(MyHeadPosition, AttackDirection, static_cast<int>(AttackDirection.Length())))
+ if (TargetIsInRange() && !LineOfSight.Trace(MyHeadPosition, AttackDirection, static_cast<int>(AttackDirection.Length())) && (GetHealth() > 0.0))
{
// Attack if reached destination, target isn't null, and have a clear line of sight to target (so won't attack through walls)
StopMovingToPosition();