trying to fix problems with false attack alarms ...

This commit is contained in:
Titus Tscharntke 2010-12-19 23:31:11 +00:00
parent 5ea9cd092a
commit 39eefa1e67

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@ -1764,16 +1764,19 @@ bool UnitUpdater::unitOnRange(const Unit *unit, int range, Unit **rangedPtr,
} }
//any enemy //any enemy
if(!result && (enemies.size() > 0)) { for(int i = 0; i< enemies.size(); ++i) {
*rangedPtr= enemies.front(); if(enemies[i]->isAlive() == true ) {
enemySeen=*rangedPtr; *rangedPtr= enemies[i];
return true; enemySeen=enemies[i];
result=true;
break;
}
} }
if(result) if(result)
{ {
if(world->getFrameCount()-lastWarnFrameCount>80) //after 100 frames attack break we warn again if(world->getFrameCount()-lastWarnFrameCount>10) //after 100 frames attack break we warn again
{ {
world->addAttackEffects(enemySeen); world->addAttackEffects(enemySeen);
SoundRenderer::getInstance().playFx(CoreData::getInstance().getAttentionSound()); SoundRenderer::getInstance().playFx(CoreData::getInstance().getAttentionSound());