diff options
-rw-r--r-- | src/Mobs/AggressiveMonster.cpp | 2 | ||||
-rw-r--r-- | src/Mobs/AggressiveMonster.h | 2 | ||||
-rw-r--r-- | src/Mobs/Monster.cpp | 22 | ||||
-rw-r--r-- | src/Mobs/Monster.h | 10 |
4 files changed, 18 insertions, 18 deletions
diff --git a/src/Mobs/AggressiveMonster.cpp b/src/Mobs/AggressiveMonster.cpp index b9e80c01d..72317d66b 100644 --- a/src/Mobs/AggressiveMonster.cpp +++ b/src/Mobs/AggressiveMonster.cpp @@ -22,7 +22,7 @@ cAggressiveMonster::cAggressiveMonster(const AString & a_ConfigName, eMonsterTyp // What to do if in Chasing State -void cAggressiveMonster::InStateChasing(float a_Dt) +void cAggressiveMonster::InStateChasing(std::chrono::milliseconds a_Dt) { super::InStateChasing(a_Dt); diff --git a/src/Mobs/AggressiveMonster.h b/src/Mobs/AggressiveMonster.h index 932915055..f64c1103f 100644 --- a/src/Mobs/AggressiveMonster.h +++ b/src/Mobs/AggressiveMonster.h @@ -17,7 +17,7 @@ public: cAggressiveMonster(const AString & a_ConfigName, eMonsterType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height); virtual void Tick (std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override; - virtual void InStateChasing(float a_Dt) override; + virtual void InStateChasing(std::chrono::milliseconds a_Dt) override; virtual void EventSeePlayer(cEntity *) override; virtual void Attack(std::chrono::milliseconds a_Dt); diff --git a/src/Mobs/Monster.cpp b/src/Mobs/Monster.cpp index 30bbd0ff2..6e07bfbb6 100644 --- a/src/Mobs/Monster.cpp +++ b/src/Mobs/Monster.cpp @@ -259,8 +259,8 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) if (m_Health <= 0) { // The mob is dead, but we're still animating the "puff" they leave when they die - m_DestroyTimer += a_Dt.count() / 1000; - if (m_DestroyTimer > 1) + m_DestroyTimer += a_Dt; + if (m_DestroyTimer > std::chrono::seconds(1)) { Destroy(true); } @@ -345,18 +345,18 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) case IDLE: { // If enemy passive we ignore checks for player visibility - InStateIdle(std::chrono::duration_cast<std::chrono::seconds>(a_Dt).count()); + InStateIdle(a_Dt); break; } case CHASING: { // If we do not see a player anymore skip chasing action - InStateChasing(std::chrono::duration_cast<std::chrono::seconds>(a_Dt).count()); + InStateChasing(a_Dt); break; } case ESCAPING: { - InStateEscaping(std::chrono::duration_cast<std::chrono::seconds>(a_Dt).count()); + InStateEscaping(a_Dt); break; } @@ -555,7 +555,7 @@ void cMonster::KilledBy(TakeDamageInfo & a_TDI) { m_World->SpawnExperienceOrb(GetPosX(), GetPosY(), GetPosZ(), Reward); } - m_DestroyTimer = 0; + m_DestroyTimer = std::chrono::milliseconds(0); } @@ -638,7 +638,7 @@ void cMonster::EventLosePlayer(void) -void cMonster::InStateIdle(float a_Dt) +void cMonster::InStateIdle(std::chrono::milliseconds a_Dt) { if (m_bMovingToDestination) { @@ -647,11 +647,11 @@ void cMonster::InStateIdle(float a_Dt) m_IdleInterval += a_Dt; - if (m_IdleInterval > 1) + if (m_IdleInterval > std::chrono::seconds(1)) { // At this interval the results are predictable int rem = m_World->GetTickRandomNumber(6) + 1; - m_IdleInterval -= 1; // So nothing gets dropped when the server hangs for a few seconds + m_IdleInterval -= std::chrono::seconds(1); // So nothing gets dropped when the server hangs for a few seconds Vector3d Dist; Dist.x = (double)m_World->GetTickRandomNumber(10) - 5; @@ -678,7 +678,7 @@ void cMonster::InStateIdle(float a_Dt) // What to do if in Chasing State // This state should always be defined in each child class -void cMonster::InStateChasing(float a_Dt) +void cMonster::InStateChasing(std::chrono::milliseconds a_Dt) { UNUSED(a_Dt); } @@ -688,7 +688,7 @@ void cMonster::InStateChasing(float a_Dt) // What to do if in Escaping State -void cMonster::InStateEscaping(float a_Dt) +void cMonster::InStateEscaping(std::chrono::milliseconds a_Dt) { UNUSED(a_Dt); diff --git a/src/Mobs/Monster.h b/src/Mobs/Monster.h index 5752a2040..21ed0c25a 100644 --- a/src/Mobs/Monster.h +++ b/src/Mobs/Monster.h @@ -80,9 +80,9 @@ public: virtual void EventLosePlayer(void); virtual void CheckEventLostPlayer(void); - virtual void InStateIdle (float a_Dt); - virtual void InStateChasing (float a_Dt); - virtual void InStateEscaping(float a_Dt); + virtual void InStateIdle (std::chrono::milliseconds a_Dt); + virtual void InStateChasing (std::chrono::milliseconds a_Dt); + virtual void InStateEscaping(std::chrono::milliseconds a_Dt); int GetAttackRate() { return static_cast<int>(m_AttackRate); } void SetAttackRate(float a_AttackRate) { m_AttackRate = a_AttackRate; } @@ -217,8 +217,8 @@ protected: /* =========================== */ - float m_IdleInterval; - float m_DestroyTimer; + std::chrono::milliseconds m_IdleInterval; + std::chrono::milliseconds m_DestroyTimer; eMonsterType m_MobType; AString m_CustomName; |