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authorBjørn Lindeijer <bjorn@lindeijer.nl>2008-10-29 21:31:39 +0000
committerBjørn Lindeijer <bjorn@lindeijer.nl>2008-10-29 21:31:39 +0000
commit8ddad761280216252953bee9467e2787aaee484e (patch)
treef13f79281964fd8f1bcdf49e52aa657995693565 /src/game-server/monster.cpp
parentdf8c5ed43b5513916eff1b3f25e0bba6a50c8826 (diff)
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Some code formatting cleanup and unduplicated conversion from direction to
angle.
Diffstat (limited to 'src/game-server/monster.cpp')
-rw-r--r--src/game-server/monster.cpp11
1 files changed, 2 insertions, 9 deletions
diff --git a/src/game-server/monster.cpp b/src/game-server/monster.cpp
index 9a6de34b..1bafd3a5 100644
--- a/src/game-server/monster.cpp
+++ b/src/game-server/monster.cpp
@@ -229,15 +229,8 @@ void Monster::update()
i != allAttacks.end();
i++)
{
- int attackAngle = 0;
- switch (bestAttackDirection)
- {
- case DIRECTION_UP: attackAngle = 90; break;
- case DIRECTION_DOWN: attackAngle = 270; break;
- case DIRECTION_LEFT: attackAngle = 0; break;
- case DIRECTION_RIGHT:attackAngle = 180; break;
- default: break;
- }
+ const int attackAngle = directionToAngle(bestAttackDirection);
+
if (Collision::diskWithCircleSector(
bestAttackTarget->getPosition(), bestAttackTarget->getSize(),
getPosition(), (*i)->attackZone.range, (*i)->attackZone.angle, attackAngle))