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-rw-r--r--src/Mobs/Skeleton.cpp9
1 files changed, 5 insertions, 4 deletions
diff --git a/src/Mobs/Skeleton.cpp b/src/Mobs/Skeleton.cpp
index f99404669..767e5b95c 100644
--- a/src/Mobs/Skeleton.cpp
+++ b/src/Mobs/Skeleton.cpp
@@ -22,7 +22,7 @@ cSkeleton::cSkeleton(bool IsWither) :
void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer)
{
- int LootingLevel = 0;
+ unsigned int LootingLevel = 0;
if (a_Killer != nullptr)
{
LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
@@ -50,12 +50,13 @@ void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer)
void cSkeleton::Attack(std::chrono::milliseconds a_Dt)
{
+ cFastRandom Random;
m_AttackInterval += (static_cast<float>(a_Dt.count()) / 1000) * m_AttackRate;
if ((m_Target != nullptr) && (m_AttackInterval > 3.0))
{
- // Setting this higher gives us more wiggle room for attackrate
- Vector3d Speed = GetLookVector() * 20;
- Speed.y = Speed.y + 1;
+ Vector3d Inaccuracy = Vector3d(Random.NextFloat(0.5) - 0.25, Random.NextFloat(0.5) - 0.25, Random.NextFloat(0.5) - 0.25);
+ Vector3d Speed = (m_Target->GetPosition() + Inaccuracy - GetPosition()) * 5;
+ Speed.y = Speed.y - 1 + Random.NextInt(3);
cArrowEntity * Arrow = new cArrowEntity(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed);
if (Arrow == nullptr)
{