diff options
Diffstat (limited to 'src/Mobs/Skeleton.cpp')
-rw-r--r-- | src/Mobs/Skeleton.cpp | 8 |
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; |