added = to range checks and converted speed to float

This commit is contained in:
2024-06-12 19:23:34 -05:00
parent 24215e21c9
commit 1cf1d731c4
+4 -4
View File
@@ -168,12 +168,12 @@ public enum CombatManager {
switch (target.getObjectType()) {
case PlayerCharacter:
attackRange += ((PlayerCharacter) target).getCharacterHeight() * 0.5f;
if (distanceSquared < attackRange * attackRange)
if (distanceSquared <= attackRange * attackRange)
inRange = true;
break;
case Mob:
attackRange += ((AbstractCharacter) target).calcHitBox();
if (distanceSquared < attackRange * attackRange)
if (distanceSquared <= attackRange * attackRange)
inRange = true;
break;
case Building:
@@ -201,7 +201,7 @@ public enum CombatManager {
if (weapon != null) {
int wepSpeed = (int) (weapon.template.item_weapon_wepspeed);
float wepSpeed = (int) (weapon.template.item_weapon_wepspeed);
if (weapon.getBonusPercent(mbEnums.ModType.WeaponSpeed, mbEnums.SourceType.None) != 0f) //add weapon speed bonus
wepSpeed *= (1 + weapon.getBonus(mbEnums.ModType.WeaponSpeed, mbEnums.SourceType.None));
@@ -212,7 +212,7 @@ public enum CombatManager {
if (wepSpeed < 10)
wepSpeed = 10; //Old was 10, but it can be reached lower with legit buffs,effects.
delay = wepSpeed * 100L;
delay = (long)wepSpeed * 100L;
}
if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob))