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authorTiger Wang <ziwei.tiger@hotmail.co.uk>2014-02-12 22:53:21 +0100
committerTiger Wang <ziwei.tiger@hotmail.co.uk>2014-02-12 22:53:21 +0100
commit7ced2f290fc2018d93e324d384d87cfd826312a5 (patch)
treeb56cad1e29e5af4d92b138b2ad34d7b2af1b9d14 /src/Mobs
parentImproved pressure plates (diff)
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Diffstat (limited to '')
-rw-r--r--src/Mobs/AggressiveMonster.cpp7
1 files changed, 6 insertions, 1 deletions
diff --git a/src/Mobs/AggressiveMonster.cpp b/src/Mobs/AggressiveMonster.cpp
index 7da9f4fc2..0901f85a9 100644
--- a/src/Mobs/AggressiveMonster.cpp
+++ b/src/Mobs/AggressiveMonster.cpp
@@ -74,8 +74,13 @@ void cAggressiveMonster::Tick(float a_Dt, cChunk & a_Chunk)
CheckEventSeePlayer();
}
+ if (m_Target == NULL)
+ return;
+
cTracer LineOfSight(GetWorld());
- if (ReachedFinalDestination() && (m_Target != NULL) && !LineOfSight.Trace(GetPosition(), (m_Target->GetPosition() - GetPosition()), (int)(m_Target->GetPosition() - GetPosition()).Length()))
+ Vector3d AttackDirection(m_Target->GetPosition() - GetPosition());
+
+ if (ReachedFinalDestination() && !LineOfSight.Trace(GetPosition(), AttackDirection, (int)AttackDirection.Length()))
{
// Attack if reached destination, target isn't null, and have a clear line of sight to target (so won't attack through walls)
Attack(a_Dt / 1000);