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-rw-r--r--src/Mobs/AggressiveMonster.cpp2
-rw-r--r--src/Mobs/AggressiveMonster.h2
-rw-r--r--src/Mobs/Monster.cpp22
-rw-r--r--src/Mobs/Monster.h10
4 files changed, 18 insertions, 18 deletions
diff --git a/src/Mobs/AggressiveMonster.cpp b/src/Mobs/AggressiveMonster.cpp
index b9e80c01d..72317d66b 100644
--- a/src/Mobs/AggressiveMonster.cpp
+++ b/src/Mobs/AggressiveMonster.cpp
@@ -22,7 +22,7 @@ cAggressiveMonster::cAggressiveMonster(const AString & a_ConfigName, eMonsterTyp
// What to do if in Chasing State
-void cAggressiveMonster::InStateChasing(float a_Dt)
+void cAggressiveMonster::InStateChasing(std::chrono::milliseconds a_Dt)
{
super::InStateChasing(a_Dt);
diff --git a/src/Mobs/AggressiveMonster.h b/src/Mobs/AggressiveMonster.h
index 932915055..f64c1103f 100644
--- a/src/Mobs/AggressiveMonster.h
+++ b/src/Mobs/AggressiveMonster.h
@@ -17,7 +17,7 @@ public:
cAggressiveMonster(const AString & a_ConfigName, eMonsterType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height);
virtual void Tick (std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
- virtual void InStateChasing(float a_Dt) override;
+ virtual void InStateChasing(std::chrono::milliseconds a_Dt) override;
virtual void EventSeePlayer(cEntity *) override;
virtual void Attack(std::chrono::milliseconds a_Dt);
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);
diff --git a/src/Mobs/Monster.h b/src/Mobs/Monster.h
index 5752a2040..21ed0c25a 100644
--- a/src/Mobs/Monster.h
+++ b/src/Mobs/Monster.h
@@ -80,9 +80,9 @@ public:
virtual void EventLosePlayer(void);
virtual void CheckEventLostPlayer(void);
- virtual void InStateIdle (float a_Dt);
- virtual void InStateChasing (float a_Dt);
- virtual void InStateEscaping(float a_Dt);
+ virtual void InStateIdle (std::chrono::milliseconds a_Dt);
+ virtual void InStateChasing (std::chrono::milliseconds a_Dt);
+ virtual void InStateEscaping(std::chrono::milliseconds a_Dt);
int GetAttackRate() { return static_cast<int>(m_AttackRate); }
void SetAttackRate(float a_AttackRate) { m_AttackRate = a_AttackRate; }
@@ -217,8 +217,8 @@ protected:
/* =========================== */
- float m_IdleInterval;
- float m_DestroyTimer;
+ std::chrono::milliseconds m_IdleInterval;
+ std::chrono::milliseconds m_DestroyTimer;
eMonsterType m_MobType;
AString m_CustomName;