Ranged attacks will now much more accurately calculate max distance server side

via accounting for differences in attacker/target size. This
fixes a very common issue of player hitting range attack and
nothing happening due to server improperly calculating
max range.
This commit is contained in:
KayenEQ
2014-12-04 02:40:51 -05:00
parent fc282f86c0
commit 052b41fbb2
4 changed files with 56 additions and 10 deletions
+1
View File
@@ -737,6 +737,7 @@ public:
void ProjectileAttack();
inline bool HasProjectileAttack() const { return ActiveProjectileATK; }
inline void SetProjectileAttack(bool value) { ActiveProjectileATK = value; }
float GetRangeDistTargetSizeMod(Mob* other);
bool CanDoSpecialAttack(Mob *other);
bool Flurry(ExtraAttackOptions *opts);
bool Rampage(ExtraAttackOptions *opts);