fix
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@@ -86,8 +86,8 @@ Difficulty: Medium
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/mob/living/simple_animal/hostile/megafauna/blood_drunk_miner/adjustHealth(amount, updating_health = TRUE, forced = FALSE)
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var/adjustment_amount = amount * 0.1
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if(world.time + adjustment_amount > next_move)
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changeNext_move(adjustment_amount) //attacking it interrupts it attacking, but only briefly
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if(world.time + adjustment_amount > next_action)
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DelayNextAction(adjustment_amount) //attacking it interrupts it attacking, but only briefly
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. = ..()
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/mob/living/simple_animal/hostile/megafauna/blood_drunk_miner/death()
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@@ -109,7 +109,7 @@ Difficulty: Medium
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/mob/living/simple_animal/hostile/megafauna/blood_drunk_miner/AttackingTarget()
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if(QDELETED(target))
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return
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if(next_move > world.time || !Adjacent(target)) //some cheating
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if(!CheckActionCooldown() || !Adjacent(target)) //some cheating
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INVOKE_ASYNC(src, .proc/quick_attack_loop)
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return
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face_atom(target)
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@@ -125,7 +125,7 @@ Difficulty: Medium
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adjustHealth(-(L.maxHealth * 0.5))
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L.gib()
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return TRUE
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changeNext_move(CLICK_CD_MELEE)
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DelayNextAction(CLICK_CD_MELEE)
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miner_saw.melee_attack_chain(src, target)
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if(guidance)
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adjustHealth(-2)
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@@ -161,19 +161,19 @@ Difficulty: Medium
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face_atom(target)
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new /obj/effect/temp_visual/dir_setting/firing_effect(loc, dir)
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Shoot(target)
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changeNext_move(CLICK_CD_RANGE)
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DelayNextAction(CLICK_CD_RANGE)
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//I'm still of the belief that this entire proc needs to be wiped from existence.
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// do not take my touching of it to be endorsement of it. ~mso
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/mob/living/simple_animal/hostile/megafauna/blood_drunk_miner/proc/quick_attack_loop()
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while(!QDELETED(target) && next_move <= world.time) //this is done this way because next_move can change to be sooner while we sleep.
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while(!QDELETED(target) && !CheckActionCooldown()) //this is done this way because next_move can change to be sooner while we sleep.
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stoplag(1)
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sleep((next_move - world.time) * 1.5) //but don't ask me what the fuck this is about
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sleep((next_action - world.time) * 1.5) //but don't ask me what the fuck this is about
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if(QDELETED(target))
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return
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if(dashing || next_move > world.time || !Adjacent(target))
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if(dashing && next_move <= world.time)
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next_move = world.time + 1
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if(dashing || !CheckActionCooldown() || !Adjacent(target))
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if(dashing && next_action <= world.time)
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SetNextAction(1, considered_action = FALSE, immediate = FALSE)
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INVOKE_ASYNC(src, .proc/quick_attack_loop) //lets try that again.
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return
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AttackingTarget()
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