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-rw-r--r--src/Mobs/Skeleton.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/Mobs/Skeleton.cpp b/src/Mobs/Skeleton.cpp
index 27e038e1e..5032ec5b0 100644
--- a/src/Mobs/Skeleton.cpp
+++ b/src/Mobs/Skeleton.cpp
@@ -50,9 +50,9 @@ void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer)
bool cSkeleton::Attack(std::chrono::milliseconds a_Dt)
{
+ StopMovingToPosition(); // Todo handle this in a better way, the skeleton does some uneeded recalcs due to inStateChasing
cFastRandom Random;
- 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))
{
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;
@@ -69,8 +69,8 @@ bool cSkeleton::Attack(std::chrono::milliseconds a_Dt)
return false;
}
m_World->BroadcastSpawnEntity(*Arrow);
- m_AttackInterval = 0.0;
-
+ ResetAttackCooldown();
+
return true;
}
return false;