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author | LogicParrot <LogicParrot@users.noreply.github.com> | 2016-01-17 15:09:25 +0100 |
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committer | LogicParrot <LogicParrot@users.noreply.github.com> | 2016-01-21 07:21:29 +0100 |
commit | d344e574de0f2ac3786f05db0167c1e71e135673 (patch) | |
tree | 62915feebc023c51a43711c46a4cc5d8d05b0005 /src/Mobs/Monster.cpp | |
parent | Merge pull request #2884 from LogicParrot/sort (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/Mobs/Monster.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/src/Mobs/Monster.cpp b/src/Mobs/Monster.cpp index a24df6bc2..4a543e400 100644 --- a/src/Mobs/Monster.cpp +++ b/src/Mobs/Monster.cpp @@ -560,14 +560,14 @@ void cMonster::OnRightClicked(cPlayer & a_Player) // Checks to see if EventSeePlayer should be fired // monster sez: Do I see the player -void cMonster::CheckEventSeePlayer(void) +void cMonster::CheckEventSeePlayer(cChunk & a_Chunk) { // TODO: Rewrite this to use cWorld's DoWithPlayers() cPlayer * Closest = m_World->FindClosestPlayer(GetPosition(), static_cast<float>(m_SightDistance), false); if (Closest != nullptr) { - EventSeePlayer(Closest); + EventSeePlayer(Closest, a_Chunk); } } @@ -596,7 +596,7 @@ void cMonster::CheckEventLostPlayer(void) // What to do if player is seen // default to change state to chasing -void cMonster::EventSeePlayer(cEntity * a_SeenPlayer) +void cMonster::EventSeePlayer(cEntity * a_SeenPlayer, cChunk & a_Chunk) { m_Target = a_SeenPlayer; } |