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@ -100,6 +100,7 @@ void Monster::STRATEGY::GIANT_OCTOPUS(Monster&m,float fElapsedTime,std::string s |
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case NORMAL:{ |
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m.F(A::SHOOT_TIMER)-=fElapsedTime; |
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m.F(A::CASTING_TIMER)-=fElapsedTime; |
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m.F(A::LAST_SHOOT_TIMER)-=fElapsedTime; |
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if(m.F(A::SHOOT_ANIMATION_TIME)>0.f){ |
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m.F(A::SHOOT_ANIMATION_TIME)-=fElapsedTime; |
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if(m.F(A::SHOOT_ANIMATION_TIME)<=0.f)m.PerformIdleAnimation(); |
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@ -142,10 +143,13 @@ void Monster::STRATEGY::GIANT_OCTOPUS(Monster&m,float fElapsedTime,std::string s |
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m.F(A::SHOOT_TIMER)=ConfigFloat("Shoot Frequency"); |
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CreateBullet(Bullet)(m.GetPos(),util::pointTo(m.GetPos(),game->GetPlayer()->GetPos())*ConfigFloat("Bullet Speed"),ConfigFloat("Bullet Radius"),ConfigFloat("Bullet Damage"),m.OnUpperLevel(),false,ConfigPixel("Bullet Color"),{ConfigFloat("Bullet Radius"),ConfigFloat("Bullet Radius")})EndBullet; |
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} |
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m.PerformShootAnimation(); |
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m.F(A::LAST_SHOOT_TIMER)=1.f; |
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m.PerformShootAnimation(m.GetFacingDirectionToTarget(game->GetPlayer()->GetPos())); |
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m.I(A::ATTACK_COUNT)++; |
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} |
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if(m.F(A::LAST_SHOOT_TIMER)<=0.f){ |
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m.PerformIdleAnimation(m.GetFacingDirectionToTarget(game->GetPlayer()->GetPos())); |
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} |
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}break; |
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case HURT_ANIMATION:{ |
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