@ -1031,6 +1031,7 @@ bool CCharacterCL::isUnknownRace() const
//-----------------------------------------------
// getAttackHeight :
// Return the atk height.
// \todo GUIGUI : height relative to attacker instead of global height
//-----------------------------------------------
CCharacterCL : : TAtkHeight CCharacterCL : : getAttackHeight ( CEntityCL * target , BODY : : TBodyPart localisation , BODY : : TSide side ) const
{
@ -6420,23 +6421,23 @@ void CCharacterCL::updatePosCombatFloat(double /* frameTimeRemaining */, CEntity
{
dist2Dest ( vectToDest . norm ( ) ) ;
// Compute the time to reach the destination at the max speed.
double leng h tOfTimeToDest = 0.0 ; // 0 = No Speed Limit
double leng th OfTimeToDest = 0.0 ; // 0 = No Speed Limit
_FirstPos = _DestPos ;
_DestTime = _LastFrameTime + leng h tOfTimeToDest + ClientCfg . ChaseReactionTime ;
_DestTime = _LastFrameTime + leng th OfTimeToDest + ClientCfg . ChaseReactionTime ;
_FirstTime = _DestTime ;
/*
// The time remaining will be enough to reach the destination
if ( frameTimeRemaining > = leng h tOfTimeToDest)
if ( frameTimeRemaining > = leng th OfTimeToDest)
{
_FirstPos = _DestPos ;
_DestTime = _LastFrameTime + leng h tOfTimeToDest + ClientCfg . ChaseReactionTime ;
_DestTime = _LastFrameTime + leng th OfTimeToDest + ClientCfg . ChaseReactionTime ;
_FirstTime = _DestTime ;
}
// The time remaining is not enough to reach the destination at max speed -> compute a first pos possible to reach.
else
{
_FirstPos = pos ( ) + vectToDest * frameTimeRemaining / leng h tOfTimeToDest;
_DestTime = _LastFrameTime + leng h tOfTimeToDest + ClientCfg . ChaseReactionTime ;
_FirstPos = pos ( ) + vectToDest * frameTimeRemaining / leng th OfTimeToDest;
_DestTime = _LastFrameTime + leng th OfTimeToDest + ClientCfg . ChaseReactionTime ;
_FirstTime = _LastFrameTime + frameTimeRemaining + ClientCfg . ChaseReactionTime ;
}
*/