Moved huge conditional out of InStateChasing(), improving readability
Squashed a warning.
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d64e46186f
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@ -37,7 +37,7 @@ void cAggressiveMonster::InStateChasing(float a_Dt)
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}
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}
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if (((float)m_FinalDestination.x != (float)m_Target->GetPosX()) || ((float)m_FinalDestination.z != (float)m_Target->GetPosZ()))
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if (!IsMovingToTargetPosition())
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{
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MoveToPosition(m_Target->GetPosition());
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}
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@ -106,3 +106,18 @@ void cAggressiveMonster::Attack(float a_Dt)
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bool cAggressiveMonster::IsMovingToTargetPosition()
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{
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float epsilon = 0.000000000001;
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//Difference between destination x and target x is negligable (to 10^-12 precision)
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if (fabsf((float)m_FinalDestination.x - (float)m_Target->GetPosX()) < epsilon)
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{
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return false;
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}
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//Difference between destination z and target z is negligable (to 10^-12 precision)
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else if (fabsf(m_FinalDestination.z - (float)m_Target->GetPosZ()) > epsilon)
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{
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return false;
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}
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return true;
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}
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@ -22,6 +22,10 @@ public:
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virtual void EventSeePlayer(cEntity *) override;
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virtual void Attack(float a_Dt);
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protected:
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/* Whether this mob's destination is the same as its target's position. */
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bool IsMovingToTargetPosition();
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} ;
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