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@ -56,7 +56,7 @@ private: |
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protected: |
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protected: |
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const float ATTACK_COOLDOWN="Warrior.Auto Attack.Cooldown"_F; |
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const float ATTACK_COOLDOWN="Warrior.Auto Attack.Cooldown"_F; |
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const float MAGIC_ATTACK_COOLDOWN="Wizard.Auto Attack.Cooldown"_F; |
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const float MAGIC_ATTACK_COOLDOWN="Wizard.Auto Attack.Cooldown"_F; |
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const float ARROW_ATTACK_COOLDOWN=0.6f; |
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float ARROW_ATTACK_COOLDOWN="Ranger.Auto Attack.Cooldown"_F; |
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void SetSwordSwingTimer(float val); |
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void SetSwordSwingTimer(float val); |
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void SetState(State newState); |
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void SetState(State newState); |
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void SetFacingDirection(Key direction); |
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void SetFacingDirection(Key direction); |
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@ -86,8 +86,8 @@ protected: |
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void PrepareCast(Ability&ability); |
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void PrepareCast(Ability&ability); |
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vf2d precastLocation={}; |
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vf2d precastLocation={}; |
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void SetVelocity(vf2d vel); |
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void SetVelocity(vf2d vel); |
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const float RETREAT_DISTANCE=24*2.5; |
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const float RETREAT_DISTANCE=122.5*"Ranger.Right Click Ability.RetreatDistance"_F/100; |
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const float RETREAT_TIME=0.2; //How long the Retreat ability takes.
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float RETREAT_TIME="Ranger.Right Click Ability.RetreatTime"_F; //How long the Retreat ability takes.
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const int RETREAT_GHOST_FRAMES=8; |
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const int RETREAT_GHOST_FRAMES=8; |
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const float RETREAT_GHOST_FRAME_DELAY=0.025; |
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const float RETREAT_GHOST_FRAME_DELAY=0.025; |
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float ghostFrameTimer=0; |
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float ghostFrameTimer=0; |
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