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
+2 -2
View File
@@ -6612,9 +6612,9 @@ bool Mob::TrySpellProjectile(Mob* spell_target, uint16 spell_id, float speed){
if (CheckLosFN(spell_target)) {
float speed_mod = speed * 0.45f; //Constant for adjusting speeds to match calculated impact time.
float speed_mod = speed; //Constant for adjusting speeds to match calculated impact time.
float distance = spell_target->CalculateDistance(GetX(), GetY(), GetZ());
float hit = 60.0f + (distance / speed_mod);
float hit = 1200.0f + (10 * distance / speed_mod);
ProjectileAtk[slot].increment = 1;
ProjectileAtk[slot].hit_increment = static_cast<uint16>(hit); //This projected hit time if target does NOT MOVE