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-rw-r--r--src/Mobs/Behaviors/BehaviorAttacker.cpp2
-rw-r--r--src/Mobs/Behaviors/BehaviorAttacker.h6
-rw-r--r--src/Mobs/Behaviors/BehaviorAttackerMelee.cpp8
-rw-r--r--src/Mobs/Behaviors/BehaviorAttackerMelee.h2
4 files changed, 10 insertions, 8 deletions
diff --git a/src/Mobs/Behaviors/BehaviorAttacker.cpp b/src/Mobs/Behaviors/BehaviorAttacker.cpp
index 30c18019e..00eb53179 100644
--- a/src/Mobs/Behaviors/BehaviorAttacker.cpp
+++ b/src/Mobs/Behaviors/BehaviorAttacker.cpp
@@ -57,7 +57,7 @@ void cBehaviorAttacker::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
if (m_IsStriking)
{
- if (StrikeTarget(a_Dt, a_Chunk, ++m_StrikeTickCnt))
+ if (StrikeTarget(++m_StrikeTickCnt))
{
m_Parent->UnpinBehavior(this);
m_IsStriking = false;
diff --git a/src/Mobs/Behaviors/BehaviorAttacker.h b/src/Mobs/Behaviors/BehaviorAttacker.h
index 099cb1987..4d99fda21 100644
--- a/src/Mobs/Behaviors/BehaviorAttacker.h
+++ b/src/Mobs/Behaviors/BehaviorAttacker.h
@@ -49,7 +49,7 @@ protected:
it returns false. a_StrikeTickCnt tracks how many times it was called. It is 1 the first call.
It increments by 1 each call. This mechanism allows multi-tick attacks, like blazes shooting multiple
fireballs, but most attacks are single tick and return true the first call. */
- virtual bool StrikeTarget(std::chrono::milliseconds a_Dt, cChunk & a_Chunk, int a_StrikeTickCnt) = 0;
+ virtual bool StrikeTarget(int a_StrikeTickCnt) = 0;
// Target related methods
bool TargetIsInStrikeRadius();
@@ -69,14 +69,14 @@ protected:
int m_TicksSinceLastDamaged; // How many ticks ago were we last damaged by a player?
bool m_IsStriking;
-private:
/** Our parent */
cMonster * m_Parent;
+private:
+
// The mob we want to attack
cPawn * m_Target;
-
int m_StrikeTickCnt;
};
diff --git a/src/Mobs/Behaviors/BehaviorAttackerMelee.cpp b/src/Mobs/Behaviors/BehaviorAttackerMelee.cpp
index 42e88c637..337d8d216 100644
--- a/src/Mobs/Behaviors/BehaviorAttackerMelee.cpp
+++ b/src/Mobs/Behaviors/BehaviorAttackerMelee.cpp
@@ -3,9 +3,11 @@
#include "BehaviorAttackerMelee.h"
#include "../Monster.h"
#include "../../Entities/Pawn.h"
+#include "../../BlockID.h"
-bool cBehaviorAttackerMelee::StrikeTarget(std::chrono::milliseconds a_Dt, cChunk & a_Chunk, int a_StrikeTickCnt)
+bool cBehaviorAttackerMelee::StrikeTarget(int a_StrikeTickCnt)
{
- GetTarget()->TakeDamage(dtMobAttack, this, m_AttackDamage, 0);
- return true;
+ UNUSED(a_StrikeTickCnt);
+ GetTarget()->TakeDamage(dtMobAttack, m_Parent, m_AttackDamage, 0);
+ return true; // Finish the strike. It only takes 1 tick.
}
diff --git a/src/Mobs/Behaviors/BehaviorAttackerMelee.h b/src/Mobs/Behaviors/BehaviorAttackerMelee.h
index 6bfda0aa3..49a51ff71 100644
--- a/src/Mobs/Behaviors/BehaviorAttackerMelee.h
+++ b/src/Mobs/Behaviors/BehaviorAttackerMelee.h
@@ -7,5 +7,5 @@ This behavior does not make sense in combination with BehaviorCoward. */
class cBehaviorAttackerMelee : cBehaviorAttacker
{
public:
- bool StrikeTarget(std::chrono::milliseconds a_Dt, cChunk & a_Chunk, int a_StrikeTickCnt) override;
+ bool StrikeTarget(int a_StrikeTickCnt) override;
};