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author | Aki <please@ignore.pl> | 2023-04-24 23:55:02 +0200 |
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committer | Aki <please@ignore.pl> | 2024-04-05 19:41:19 +0200 |
commit | 94d6d863e1b78766cdb5f286e3d9f374c02c5d33 (patch) | |
tree | dc6584452463e592e2674dd3e7536cc7cac2158b /sim/src | |
parent | 975339d07aeb193564221adff31b55a913d92a1e (diff) | |
download | kurator-94d6d863e1b78766cdb5f286e3d9f374c02c5d33.zip kurator-94d6d863e1b78766cdb5f286e3d9f374c02c5d33.tar.gz kurator-94d6d863e1b78766cdb5f286e3d9f374c02c5d33.tar.bz2 |
Fixed Turrets percepting time too fast
Diffstat (limited to 'sim/src')
-rw-r--r-- | sim/src/weapons.cpp | 9 |
1 files changed, 4 insertions, 5 deletions
diff --git a/sim/src/weapons.cpp b/sim/src/weapons.cpp index bd130dc..28fc6fa 100644 --- a/sim/src/weapons.cpp +++ b/sim/src/weapons.cpp @@ -22,8 +22,7 @@ static bool reload_(float& dt, Turret& turret); void Turret::shoot_at(State& ctx, const entt::entity& target, const double distance) { - float remaining_dt = ctx.clock.dt; - while (reload_(remaining_dt, *this)) { + while (reload_(action, *this)) { auto& target_points = ctx.registry.get<HitPoints>(target); const auto& movement = ctx.registry.get<FloatingMovement>(target); auto damage = type.effective_damage(distance, movement.speed.magnitude()); @@ -47,11 +46,11 @@ update_turrets(State& ctx) ctx.registry.destroy(entity); continue; } - float remaining_dt = ctx.clock.dt; - while (remaining_dt > 0.0) { - if (reload_(remaining_dt, turret)) + while (turret.action > 0.0) { + if (reload_(turret.action, turret)) break; } + turret.action = ctx.clock.dt; } } |