Remove unnecessary variables from old monster update code, remove return value, create unnecessary ambiguity with why we would need to return true/false for no purpose.
Assert::IsTrue(m._DealTrueDamage(50,HurtFlag::PLAYER_ABILITY),L"When hurting a monster that was alive and takes enough damage to die, it should still take damage and should be triggering like normal.");
Assert::IsTrue(m._DealTrueDamage(50,HurtFlag::PLAYER_ABILITY),L"When hurting a monster that was alive and takes enough damage to die, it should still take damage and should be triggering like normal.");
Assert::IsTrue(parrot.IsUnconscious(),L"Parrot should now be unconscious.");
Assert::IsTrue(parrot.IsDead(),L"Parrot is considered dead.");
Assert::IsTrue(parrot.InUndamageableState(parrot.OnUpperLevel(),parrot.GetZ()),L"Parrot should be in an undamageable state. Hopefully for obvious reasons.");
//Returns true when damage is actually dealt. Provide whether or not the attack is on the upper level or not. Monsters must be on the same level to get hit by it. (there is a death check and level check here.)
//Returns true when damage is actually dealt. Provide whether or not the attack is on the upper level or not. Monsters must be on the same level to get hit by it. (there is a death check and level check here.)
//If you need to hurt multiple enemies try AiL::HurtEnemies()
//If you need to hurt multiple enemies try AiL::HurtEnemies()
boolHurt(HurtDamageInfodamageData);
boolHurt(HurtDamageInfodamageData);
@ -321,6 +321,9 @@ private:
intaccumulatedCurseOfDeathDamage{};
intaccumulatedCurseOfDeathDamage{};
vf2daddedVel{};
vf2daddedVel{};
std::weak_ptr<Monster>attachedTarget;//A monster attached to another monster can then use this to alter behaviors based on the state of that other monster.
std::weak_ptr<Monster>attachedTarget;//A monster attached to another monster can then use this to alter behaviors based on the state of that other monster.