diff options
Diffstat (limited to '')
-rw-r--r-- | src/Mobs/Monster.cpp | 12 |
1 files changed, 5 insertions, 7 deletions
diff --git a/src/Mobs/Monster.cpp b/src/Mobs/Monster.cpp index 425c80bf4..30bbd0ff2 100644 --- a/src/Mobs/Monster.cpp +++ b/src/Mobs/Monster.cpp @@ -252,14 +252,14 @@ 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; + m_DestroyTimer += a_Dt.count() / 1000; if (m_DestroyTimer > 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) @@ -347,18 +345,18 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk) case IDLE: { // If enemy passive we ignore checks for player visibility - InStateIdle(a_Dt); + InStateIdle(std::chrono::duration_cast<std::chrono::seconds>(a_Dt).count()); break; } case CHASING: { // If we do not see a player anymore skip chasing action - InStateChasing(a_Dt); + InStateChasing(std::chrono::duration_cast<std::chrono::seconds>(a_Dt).count()); break; } case ESCAPING: { - InStateEscaping(a_Dt); + InStateEscaping(std::chrono::duration_cast<std::chrono::seconds>(a_Dt).count()); break; } |