diff options
Diffstat (limited to 'src/Mobs/Monster.cpp')
-rw-r--r-- | src/Mobs/Monster.cpp | 20 |
1 files changed, 9 insertions, 11 deletions
diff --git a/src/Mobs/Monster.cpp b/src/Mobs/Monster.cpp index 425c80bf4..6e07bfbb6 100644 --- a/src/Mobs/Monster.cpp +++ b/src/Mobs/Monster.cpp @@ -252,15 +252,15 @@ bool cMonster::ReachedFinalDestination() -void cMonster::Tick(float a_Dt, cChunk & a_Chunk) +void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { super::Tick(a_Dt, 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 / 1000; - if (m_DestroyTimer > 1) + m_DestroyTimer += a_Dt; + if (m_DestroyTimer > std::chrono::seconds(1)) { Destroy(true); } @@ -275,8 +275,6 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk) // Burning in daylight HandleDaylightBurning(a_Chunk); - a_Dt /= 1000; - if (m_bMovingToDestination) { if (m_bOnGround) @@ -557,7 +555,7 @@ void cMonster::KilledBy(TakeDamageInfo & a_TDI) { m_World->SpawnExperienceOrb(GetPosX(), GetPosY(), GetPosZ(), Reward); } - m_DestroyTimer = 0; + m_DestroyTimer = std::chrono::milliseconds(0); } @@ -640,7 +638,7 @@ void cMonster::EventLosePlayer(void) -void cMonster::InStateIdle(float a_Dt) +void cMonster::InStateIdle(std::chrono::milliseconds a_Dt) { if (m_bMovingToDestination) { @@ -649,11 +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; @@ -680,7 +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); } @@ -690,7 +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); |