don't attack if dead
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@ -80,7 +80,7 @@ void cAggressiveMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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Vector3d AttackDirection(m_Target->GetPosition() + Vector3d(0, m_Target->GetHeight(), 0) - MyHeadPosition);
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Vector3d AttackDirection(m_Target->GetPosition() + Vector3d(0, m_Target->GetHeight(), 0) - MyHeadPosition);
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if (TargetIsInRange() && !LineOfSight.Trace(MyHeadPosition, AttackDirection, static_cast<int>(AttackDirection.Length())))
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if (TargetIsInRange() && !LineOfSight.Trace(MyHeadPosition, AttackDirection, static_cast<int>(AttackDirection.Length())) && (GetHealth() > 0.0))
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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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StopMovingToPosition();
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StopMovingToPosition();
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