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Redo timing on movement and missiles to better match our new tic rate
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@@ -922,11 +922,11 @@ bool Mob::TryProjectileAttack(Mob *other, const EQEmu::ItemData *item, EQEmu::sk
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if (slot < 0)
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return false;
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float speed_mod = speed * 0.45f;
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float speed_mod = speed;
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float distance = other->CalculateDistance(GetX(), GetY(), GetZ());
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float hit =
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60.0f + (distance / speed_mod); // Calcuation: 60 = Animation Lag, 1.8 = Speed modifier for speed of (4)
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1200.0f + (10 * distance / speed_mod); // Calcuation: 60 = Animation Lag, 1.8 = Speed modifier for speed of (4)
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ProjectileAtk[slot].increment = 1;
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ProjectileAtk[slot].hit_increment = static_cast<uint16>(hit); // This projected hit time if target does NOT MOVE
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@@ -979,7 +979,7 @@ void Mob::ProjectileAttack()
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ProjectileAtk[i].tlast_y = target->GetY();
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float distance = target->CalculateDistance(
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ProjectileAtk[i].origin_x, ProjectileAtk[i].origin_y, ProjectileAtk[i].origin_z);
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float hit = 60.0f + (distance / ProjectileAtk[i].speed_mod); // Calcuation: 60 =
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float hit = 1200.0f + (10 * distance / ProjectileAtk[i].speed_mod); // Calcuation: 60 =
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// Animation Lag, 1.8 =
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// Speed modifier for speed
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// of (4)
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