@ -504,8 +504,8 @@ void Player::Update(float fElapsedTime){
SetAdditiveBlending ( ! IsUsingAdditiveBlending ( ) ) ;
}
if ( deadlyDashAfterDashTimer < = 0.f ) {
geom2d : : line mouseDir { GetPos ( ) , GetWorldAimingLocation ( ) } ;
vf2d clampedMousePolarDir { util : : pointTo ( GetPos ( ) , GetWorldAimingLocation ( ) ) . polar ( ) } ;
geom2d : : line mouseDir { GetPos ( ) , GetWorldAimingLocation ( Player : : USE_WALK_DIR ) } ;
vf2d clampedMousePolarDir { util : : pointTo ( GetPos ( ) , GetWorldAimingLocation ( Player : : USE_WALK_DIR ) ) . polar ( ) } ;
clampedMousePolarDir . x = std : : clamp ( mouseDir . length ( ) , 24.f , " Thief.Ability 2.Range " _F * 24.f / 100 ) ;
const vf2d originalPos { GetPos ( ) } ;
@ -776,7 +776,8 @@ vf2d Player::GetVelocity(){
}
bool Player : : CanMove ( ) {
return knockUpTimer = = 0.f & & state ! = State : : ANIMATION_LOCK & & state ! = State : : DEADLYDASH & & ( state ! = State : : CASTING | | ( castInfo . castTotalTime - castInfo . castTimer > 0.2f ) ) ;
const bool DeadlyDashExpiringOnThisFrame { deadlyDashAfterDashTimer - game - > GetElapsedTime ( ) < = 0.f } ;
return knockUpTimer = = 0.f & & state ! = State : : ANIMATION_LOCK & & ( DeadlyDashExpiringOnThisFrame | | state ! = State : : DEADLYDASH ) & & ( state ! = State : : CASTING | | ( castInfo . castTotalTime - castInfo . castTimer > 0.2f ) ) ;
}
bool Player : : CanAct ( ) {
@ -1050,7 +1051,7 @@ bool Player::CanPathfindTo(vf2d pos,vf2d targetPos,float range){
void Player : : PrepareCast ( Ability & ability ) {
castPrepAbility = & ability ;
if ( ability . precastInfo . castTime > 0 | | ability . precastInfo . range > 0 ) {
if ( ability . precastInfo . range > 0 ) {
SetState ( State : : PREP_CAST ) ;
} else {
CastSpell ( ability ) ;
@ -1646,8 +1647,7 @@ void Player::CheckAndPerformAbility(Ability&ability,InputGroup key){
CancelCast ( ) ;
ConsumeMana ( ability . manaCost ) ;
} else
if ( ability . precastInfo . precastTargetingRequired & & GetState ( ) = = State : : NORMAL
& & HasEnoughOfItem ) {
if ( ability . precastInfo . precastTargetingRequired & & GetState ( ) = = State : : NORMAL & & HasEnoughOfItem ) {
PrepareCast ( ability ) ;
}
}