Simplified Attack() tracing
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@ -74,8 +74,13 @@ void cAggressiveMonster::Tick(float a_Dt, cChunk & a_Chunk)
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CheckEventSeePlayer();
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CheckEventSeePlayer();
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}
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}
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if (m_Target == NULL)
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return;
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cTracer LineOfSight(GetWorld());
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cTracer LineOfSight(GetWorld());
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if (ReachedFinalDestination() && (m_Target != NULL) && !LineOfSight.Trace(GetPosition(), (m_Target->GetPosition() - GetPosition()), (int)(m_Target->GetPosition() - GetPosition()).Length()))
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Vector3d AttackDirection(m_Target->GetPosition() - GetPosition());
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if (ReachedFinalDestination() && !LineOfSight.Trace(GetPosition(), AttackDirection, (int)AttackDirection.Length()))
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{
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{
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// Attack if reached destination, target isn't null, and have a clear line of sight to target (so won't attack through walls)
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// Attack if reached destination, target isn't null, and have a clear line of sight to target (so won't attack through walls)
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Attack(a_Dt / 1000);
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Attack(a_Dt / 1000);
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