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Sanity check added before calculating distance.
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@ -468,6 +468,7 @@ typedef struct
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float origin_x;
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float origin_x;
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float origin_y;
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float origin_y;
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float origin_z;
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float origin_z;
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float sanitycheck;
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uint32 ranged_id;
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uint32 ranged_id;
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uint32 ammo_id;
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uint32 ammo_id;
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int ammo_slot;
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int ammo_slot;
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@ -297,6 +297,7 @@ Mob::Mob(const char* in_name,
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ProjectileAtk[i].origin_x = 0.0f;
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ProjectileAtk[i].origin_x = 0.0f;
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ProjectileAtk[i].origin_y = 0.0f;
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ProjectileAtk[i].origin_y = 0.0f;
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ProjectileAtk[i].origin_z = 0.0f;
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ProjectileAtk[i].origin_z = 0.0f;
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ProjectileAtk[i].sanitycheck = 0.0f;
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ProjectileAtk[i].ranged_id = 0;
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ProjectileAtk[i].ranged_id = 0;
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ProjectileAtk[i].ammo_id = 0;
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ProjectileAtk[i].ammo_id = 0;
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ProjectileAtk[i].ammo_slot = 0;
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ProjectileAtk[i].ammo_slot = 0;
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@ -1075,9 +1075,14 @@ void Mob::ProjectileAttack()
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Mob* target = entity_list.GetMobID(ProjectileAtk[i].target_id);
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Mob* target = entity_list.GetMobID(ProjectileAtk[i].target_id);
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if (target && target->IsMoving()){ //Only recalculate hit increment if target moving
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if (target && target->IsMoving()){ //Only recalculate hit increment if target moving
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float distance = target->CalculateDistance(ProjectileAtk[i].origin_x, ProjectileAtk[i].origin_y, ProjectileAtk[i].origin_z);
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float hit = 60.0f + (distance / 1.8f); //Calcuation: 60 = Animation Lag, 1.8 = Speed modifier for speed of (4)
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//Due to frequency that we need to check increment the targets position variables may not be updated even if moving. Do a simple check before calculating distance.
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ProjectileAtk[i].hit_increment = static_cast<uint16>(hit);
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if (ProjectileAtk[i].sanitycheck != target->GetX() * target->GetY()){
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ProjectileAtk[i].sanitycheck = target->GetX() * target->GetY();
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float distance = target->CalculateDistance(ProjectileAtk[i].origin_x, ProjectileAtk[i].origin_y, ProjectileAtk[i].origin_z);
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float hit = 60.0f + (distance / 1.8f); //Calcuation: 60 = Animation Lag, 1.8 = Speed modifier for speed of (4)
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ProjectileAtk[i].hit_increment = static_cast<uint16>(hit);
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}
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}
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}
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if (ProjectileAtk[i].hit_increment <= ProjectileAtk[i].increment){
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if (ProjectileAtk[i].hit_increment <= ProjectileAtk[i].increment){
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