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Fixed creeper not exploding when 1 block higher than player

This commit is contained in:
SafwatHalaby 2015-05-23 09:06:00 +03:00
parent 6bafff0560
commit f983bb6234

View File

@ -76,9 +76,11 @@ void cAggressiveMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
} }
cTracer LineOfSight(GetWorld()); cTracer LineOfSight(GetWorld());
Vector3d AttackDirection(m_Target->GetPosition() - GetPosition()); Vector3d MyHeadPosition = GetPosition() + Vector3d(0, GetHeight(), 0);
Vector3d AttackDirection(m_Target->GetPosition() + Vector3d(0, m_Target->GetHeight(), 0) - MyHeadPosition);
if (ReachedFinalDestination() && !LineOfSight.Trace(GetPosition(), AttackDirection, (int)AttackDirection.Length()))
if (ReachedFinalDestination() && !LineOfSight.Trace(MyHeadPosition, AttackDirection, static_cast<int>(AttackDirection.Length())))
{ {
// Attack if reached destination, target isn't null, and have a clear line of sight to target (so won't attack through walls) // Attack if reached destination, target isn't null, and have a clear line of sight to target (so won't attack through walls)
Attack(a_Dt); Attack(a_Dt);