voidMoveForward(constvf2d&moveForwardVec,constfloatfElapsedTime);//Moves the monster forward in given vector direction (will be auto-normalized) applying speeed boosts and other proper movement requirements as if you wanted to move on a frame-by-frame basis.
voidMoveForward(constvf2d&moveForwardVec,constfloatfElapsedTime);//Moves the monster forward in given vector direction (will be auto-normalized) applying speeed boosts and other proper movement requirements as if you wanted to move on a frame-by-frame basis.
//NOTE: Marking a monster for deletion does not trigger any death events. It just simply removes the monster from the field!!
//NOTE: Marking a monster for deletion does not trigger any death events. It just simply removes the monster from the field!!
// The way this works is that monsters marked for deletion will cause the monster update loop to detect there's at least one or more monsters that must be deleted and will call erase_if on the list at the end of the iteration loop.
// The way this works is that monsters marked for deletion will cause the monster update loop to detect there's at least one or more monsters that must be deleted and will call erase_if on the list at the end of the iteration loop.
@ -330,6 +332,7 @@ private:
constboolIsUnconscious()const;
constboolIsUnconscious()const;
constfloatUnconsciousTime()const;
constfloatUnconsciousTime()const;
boolmanualIgnoreTerrain{false};//A manual flag that can be toggled on to dynamically make this monster ignore terrain collision.
boolmanualIgnoreTerrain{false};//A manual flag that can be toggled on to dynamically make this monster ignore terrain collision.
floatcollisionRadius{};//The collision radius can be modified, it's just set initially to the monster database entry.