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author | Philipp Sehmisch <mana@crushnet.org> | 2010-06-22 20:12:52 +0200 |
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committer | Philipp Sehmisch <mana@crushnet.org> | 2010-06-22 20:12:52 +0200 |
commit | 983ea271e82a92c20caad1bb6e25b620b6702844 (patch) | |
tree | be9138313d38a2cc3a1645248c63fed22d17199a | |
parent | 61583ee6cedd2e15165299c2e80bcc080da6c139 (diff) | |
download | manaserv-983ea271e82a92c20caad1bb6e25b620b6702844.tar.gz manaserv-983ea271e82a92c20caad1bb6e25b620b6702844.tar.bz2 manaserv-983ea271e82a92c20caad1bb6e25b620b6702844.tar.xz manaserv-983ea271e82a92c20caad1bb6e25b620b6702844.zip |
Fixed the up down monster attack direction and comment trivial fixes.
Resolves: Manasource Mantis #144.
Signed-off-by: Philipp Sehmisch <mana@crushnet.org>
-rw-r--r-- | src/game-server/being.hpp | 2 | ||||
-rw-r--r-- | src/game-server/monster.cpp | 6 |
2 files changed, 4 insertions, 4 deletions
diff --git a/src/game-server/being.hpp b/src/game-server/being.hpp index ad9beb1a..f8a65c97 100644 --- a/src/game-server/being.hpp +++ b/src/game-server/being.hpp @@ -35,7 +35,7 @@ class StatusEffect; /** * Beings and actors directions - * Needs too match client + * Needs to match client */ enum Direction { diff --git a/src/game-server/monster.cpp b/src/game-server/monster.cpp index 9c8a5c67..ffb178d2 100644 --- a/src/game-server/monster.cpp +++ b/src/game-server/monster.cpp @@ -88,8 +88,8 @@ Monster::Monster(MonsterClass *specy): int dist = specy->getAttackDistance(); mAttackPositions.push_back(AttackPosition(dist, 0, DIRECTION_LEFT)); mAttackPositions.push_back(AttackPosition(-dist, 0, DIRECTION_RIGHT)); - mAttackPositions.push_back(AttackPosition(0, dist, DIRECTION_DOWN)); - mAttackPositions.push_back(AttackPosition(0, -dist, DIRECTION_UP)); + mAttackPositions.push_back(AttackPosition(0, -dist, DIRECTION_DOWN)); + mAttackPositions.push_back(AttackPosition(0, dist, DIRECTION_UP)); //load default script loadScript(specy->getScript()); @@ -177,7 +177,7 @@ void Monster::update() mScript->execute(); } - // cancle the rest when we are currently performing an attack + // Cancel the rest when we are currently performing an attack if (isTimerRunning(T_B_ATTACK_TIME)) return; // Check potential attack positions |