Knockback away from bear’s position makes more sense.
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@ -88,14 +88,14 @@ void Monster::STRATEGY::BEAR(Monster&m,float fElapsedTime,std::string strategy){
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if(geom2d::overlaps(attackCircle,game->GetPlayer()->Hitbox())){
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if(game->GetPlayer()->Hurt(m.GetAttack(),m.OnUpperLevel(),0.f)){
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game->GetPlayer()->Knockup(ConfigFloat("Attack Knockup Duration"));
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vf2d playerDirVecNorm=geom2d::line<float>(m.V(A::LOCKON_POS),game->GetPlayer()->GetPos()).vector().norm();
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vf2d playerDirVecNorm=geom2d::line<float>(m.GetPos(),game->GetPlayer()->GetPos()).vector().norm();
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game->GetPlayer()->Knockback(playerDirVecNorm*ConfigFloat("Attack Knockback Amount"));
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}
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}
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for(Monster&otherM:MONSTER_LIST){
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if(!otherM.AttackAvoided(m.GetZ())&&&m!=&otherM&&geom2d::overlaps(attackCircle,otherM.Hitbox())){
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otherM.Knockup(ConfigFloat("Attack Knockup Duration"));
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vf2d monsterDirVecNorm=geom2d::line<float>(m.V(A::LOCKON_POS),otherM.GetPos()).vector().norm();
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vf2d monsterDirVecNorm=geom2d::line<float>(m.GetPos(),otherM.GetPos()).vector().norm();
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game->GetPlayer()->Knockback(monsterDirVecNorm*ConfigFloat("Attack Knockback Amount"));
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}
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}
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@ -39,7 +39,7 @@ All rights reserved.
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#define VERSION_MAJOR 0
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#define VERSION_MINOR 3
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#define VERSION_PATCH 0
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#define VERSION_BUILD 6393
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#define VERSION_BUILD 6394
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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