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authorTycho <work.tycho+git@gmail.com>2015-01-16 15:38:21 +0100
committerTycho <work.tycho+git@gmail.com>2015-01-16 15:38:21 +0100
commitbfe1960191e902013b5ac75e8a3a487496d63bb9 (patch)
tree85a8f57b7bcc1dcd17c9f315e0b957d91c6fef86 /src/Mobs/Monster.cpp
parentConverted cPickupEntity to std::chrono (diff)
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Diffstat (limited to '')
-rw-r--r--src/Mobs/Monster.cpp22
1 files changed, 11 insertions, 11 deletions
diff --git a/src/Mobs/Monster.cpp b/src/Mobs/Monster.cpp
index 30bbd0ff2..6e07bfbb6 100644
--- a/src/Mobs/Monster.cpp
+++ b/src/Mobs/Monster.cpp
@@ -259,8 +259,8 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
if (m_Health <= 0)
{
// The mob is dead, but we're still animating the "puff" they leave when they die
- m_DestroyTimer += a_Dt.count() / 1000;
- if (m_DestroyTimer > 1)
+ m_DestroyTimer += a_Dt;
+ if (m_DestroyTimer > std::chrono::seconds(1))
{
Destroy(true);
}
@@ -345,18 +345,18 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
case IDLE:
{
// If enemy passive we ignore checks for player visibility
- InStateIdle(std::chrono::duration_cast<std::chrono::seconds>(a_Dt).count());
+ InStateIdle(a_Dt);
break;
}
case CHASING:
{
// If we do not see a player anymore skip chasing action
- InStateChasing(std::chrono::duration_cast<std::chrono::seconds>(a_Dt).count());
+ InStateChasing(a_Dt);
break;
}
case ESCAPING:
{
- InStateEscaping(std::chrono::duration_cast<std::chrono::seconds>(a_Dt).count());
+ InStateEscaping(a_Dt);
break;
}
@@ -555,7 +555,7 @@ void cMonster::KilledBy(TakeDamageInfo & a_TDI)
{
m_World->SpawnExperienceOrb(GetPosX(), GetPosY(), GetPosZ(), Reward);
}
- m_DestroyTimer = 0;
+ m_DestroyTimer = std::chrono::milliseconds(0);
}
@@ -638,7 +638,7 @@ void cMonster::EventLosePlayer(void)
-void cMonster::InStateIdle(float a_Dt)
+void cMonster::InStateIdle(std::chrono::milliseconds a_Dt)
{
if (m_bMovingToDestination)
{
@@ -647,11 +647,11 @@ void cMonster::InStateIdle(float a_Dt)
m_IdleInterval += a_Dt;
- if (m_IdleInterval > 1)
+ if (m_IdleInterval > std::chrono::seconds(1))
{
// At this interval the results are predictable
int rem = m_World->GetTickRandomNumber(6) + 1;
- m_IdleInterval -= 1; // So nothing gets dropped when the server hangs for a few seconds
+ m_IdleInterval -= std::chrono::seconds(1); // So nothing gets dropped when the server hangs for a few seconds
Vector3d Dist;
Dist.x = (double)m_World->GetTickRandomNumber(10) - 5;
@@ -678,7 +678,7 @@ void cMonster::InStateIdle(float a_Dt)
// What to do if in Chasing State
// This state should always be defined in each child class
-void cMonster::InStateChasing(float a_Dt)
+void cMonster::InStateChasing(std::chrono::milliseconds a_Dt)
{
UNUSED(a_Dt);
}
@@ -688,7 +688,7 @@ void cMonster::InStateChasing(float a_Dt)
// What to do if in Escaping State
-void cMonster::InStateEscaping(float a_Dt)
+void cMonster::InStateEscaping(std::chrono::milliseconds a_Dt)
{
UNUSED(a_Dt);