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authorworktycho <work.tycho@gmail.com>2015-05-28 21:51:26 +0200
committerworktycho <work.tycho@gmail.com>2015-05-28 21:51:26 +0200
commitb135ab8b956474f5538bef8b5fe9840419071716 (patch)
treef6e892e428f868fabd37231af76a37b1344a24b1 /src/Mobs/AggressiveMonster.cpp
parentMerge pull request #2156 from SafwatHalaby/exit (diff)
parentAI - Sane Skeleton (diff)
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Diffstat (limited to 'src/Mobs/AggressiveMonster.cpp')
-rw-r--r--src/Mobs/AggressiveMonster.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/Mobs/AggressiveMonster.cpp b/src/Mobs/AggressiveMonster.cpp
index 648599999..93f7cdb72 100644
--- a/src/Mobs/AggressiveMonster.cpp
+++ b/src/Mobs/AggressiveMonster.cpp
@@ -80,9 +80,10 @@ void cAggressiveMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
Vector3d AttackDirection(m_Target->GetPosition() + Vector3d(0, m_Target->GetHeight(), 0) - MyHeadPosition);
- if (ReachedFinalDestination() && !LineOfSight.Trace(MyHeadPosition, AttackDirection, static_cast<int>(AttackDirection.Length())))
+ if (TargetIsInRange() && !LineOfSight.Trace(MyHeadPosition, AttackDirection, static_cast<int>(AttackDirection.Length())))
{
// 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);
}
}