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-rw-r--r--src/Mobs/AggressiveMonster.cpp6
1 files changed, 2 insertions, 4 deletions
diff --git a/src/Mobs/AggressiveMonster.cpp b/src/Mobs/AggressiveMonster.cpp
index 56500309d..faee4a049 100644
--- a/src/Mobs/AggressiveMonster.cpp
+++ b/src/Mobs/AggressiveMonster.cpp
@@ -75,7 +75,6 @@ void cAggressiveMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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();
Attack(a_Dt);
}
}
@@ -86,14 +85,13 @@ void cAggressiveMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
bool cAggressiveMonster::Attack(std::chrono::milliseconds a_Dt)
{
- m_AttackInterval += (static_cast<float>(a_Dt.count()) / 1000) * m_AttackRate;
- if ((m_Target == nullptr) || (m_AttackInterval < 3.0))
+ if ((m_Target == nullptr) || (m_AttackCoolDownTicksLeft != 0))
{
return false;
}
// Setting this higher gives us more wiggle room for attackrate
- m_AttackInterval = 0.0;
+ ResetAttackCooldown();
m_Target->TakeDamage(dtMobAttack, this, m_AttackDamage, 0);
return true;