Redo timing on movement and missiles to better match our new tic rate

This commit is contained in:
KimLS
2017-04-11 21:47:00 -07:00
parent 18d28ae8d3
commit a632d60140
3 changed files with 15 additions and 10 deletions
+3 -3
View File
@@ -922,11 +922,11 @@ bool Mob::TryProjectileAttack(Mob *other, const EQEmu::ItemData *item, EQEmu::sk
if (slot < 0)
return false;
float speed_mod = speed * 0.45f;
float speed_mod = speed;
float distance = other->CalculateDistance(GetX(), GetY(), GetZ());
float hit =
60.0f + (distance / speed_mod); // Calcuation: 60 = Animation Lag, 1.8 = Speed modifier for speed of (4)
1200.0f + (10 * distance / speed_mod); // Calcuation: 60 = Animation Lag, 1.8 = Speed modifier for speed of (4)
ProjectileAtk[slot].increment = 1;
ProjectileAtk[slot].hit_increment = static_cast<uint16>(hit); // This projected hit time if target does NOT MOVE
@@ -979,7 +979,7 @@ void Mob::ProjectileAttack()
ProjectileAtk[i].tlast_y = target->GetY();
float distance = target->CalculateDistance(
ProjectileAtk[i].origin_x, ProjectileAtk[i].origin_y, ProjectileAtk[i].origin_z);
float hit = 60.0f + (distance / ProjectileAtk[i].speed_mod); // Calcuation: 60 =
float hit = 1200.0f + (10 * distance / ProjectileAtk[i].speed_mod); // Calcuation: 60 =
// Animation Lag, 1.8 =
// Speed modifier for speed
// of (4)