@ -60,7 +60,7 @@ void Monster::STRATEGY::BEAR(Monster&m,float fElapsedTime,std::string strategy){
m . PerformShootAnimation ( ) ;
m . F ( A : : CASTING_TIMER ) = ConfigFloat ( " Chargeup Time " ) ;
m . V ( A : : LOCKON_POS ) = geom2d : : line < float > ( m . GetPos ( ) , game - > GetPlayer ( ) - > GetPos ( ) ) . vector ( ) ;
m . SetStrategyDrawFunction ( [ & ] ( AiL * game ) {
m . SetStrategyDrawFunction ( [ ] ( AiL * game , Monster & m ) {
if ( m . IsAlive ( ) ) {
game - > view . DrawRotatedDecal ( m . GetPos ( ) + m . V ( A : : LOCKON_POS ) , GFX [ " range_indicator.png " ] . Decal ( ) , 0.f , { 12.f , 12.f } , vf2d { _GetFloat ( m , " Smash Attack Diameter " , MONSTER_DATA [ m . GetName ( ) ] . GetAIStrategy ( ) ) , _GetFloat ( m , " Smash Attack Diameter " , MONSTER_DATA [ m . GetName ( ) ] . GetAIStrategy ( ) ) } / 100.f , { 255 , 255 , 0 , 160 } ) ;
}
@ -99,7 +99,7 @@ void Monster::STRATEGY::BEAR(Monster&m,float fElapsedTime,std::string strategy){
}
m . spriteRot = 0.f ;
game - > SetupWorldShake ( 0.2f ) ;
m . SetStrategyDrawFunction ( [ & ] ( AiL * game ) { } ) ;
m . SetStrategyDrawFunction ( [ & ] ( AiL * game , Monster & m ) { } ) ;
}
} break ;
}