Changed CreatureAI offsetWithCollision added value to 100.
This commit is contained in:
@@ -990,7 +990,7 @@ public class CreatureAI extends AbstractAI
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if (isFollowing())
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if (isFollowing())
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{
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{
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// allow larger hit range when the target is moving (check is run only once per second)
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// allow larger hit range when the target is moving (check is run only once per second)
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 30))
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 100))
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{
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{
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return true;
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return true;
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}
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}
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@@ -990,7 +990,7 @@ public class CreatureAI extends AbstractAI
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if (isFollowing())
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if (isFollowing())
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{
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{
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// allow larger hit range when the target is moving (check is run only once per second)
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// allow larger hit range when the target is moving (check is run only once per second)
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 30))
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 100))
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{
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{
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return true;
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return true;
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}
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}
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@@ -990,7 +990,7 @@ public class CreatureAI extends AbstractAI
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if (isFollowing())
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if (isFollowing())
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{
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{
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// allow larger hit range when the target is moving (check is run only once per second)
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// allow larger hit range when the target is moving (check is run only once per second)
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 30))
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 100))
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{
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{
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return true;
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return true;
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}
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}
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@@ -990,7 +990,7 @@ public class CreatureAI extends AbstractAI
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if (isFollowing())
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if (isFollowing())
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{
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{
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// allow larger hit range when the target is moving (check is run only once per second)
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// allow larger hit range when the target is moving (check is run only once per second)
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 30))
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 100))
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{
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{
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return true;
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return true;
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}
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}
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@@ -990,7 +990,7 @@ public class CreatureAI extends AbstractAI
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if (isFollowing())
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if (isFollowing())
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{
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{
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// allow larger hit range when the target is moving (check is run only once per second)
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// allow larger hit range when the target is moving (check is run only once per second)
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 30))
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 100))
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{
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{
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return true;
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return true;
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}
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}
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@@ -990,7 +990,7 @@ public class CreatureAI extends AbstractAI
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if (isFollowing())
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if (isFollowing())
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{
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{
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// allow larger hit range when the target is moving (check is run only once per second)
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// allow larger hit range when the target is moving (check is run only once per second)
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 30))
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 100))
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{
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{
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return true;
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return true;
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}
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}
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@@ -990,7 +990,7 @@ public class CreatureAI extends AbstractAI
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if (isFollowing())
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if (isFollowing())
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{
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{
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// allow larger hit range when the target is moving (check is run only once per second)
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// allow larger hit range when the target is moving (check is run only once per second)
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 30))
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 100))
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{
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{
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return true;
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return true;
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}
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}
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@@ -990,7 +990,7 @@ public class CreatureAI extends AbstractAI
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if (isFollowing())
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if (isFollowing())
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{
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{
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// allow larger hit range when the target is moving (check is run only once per second)
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// allow larger hit range when the target is moving (check is run only once per second)
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 30))
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 100))
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{
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{
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return true;
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return true;
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}
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}
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@@ -990,7 +990,7 @@ public class CreatureAI extends AbstractAI
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if (isFollowing())
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if (isFollowing())
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{
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{
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// allow larger hit range when the target is moving (check is run only once per second)
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// allow larger hit range when the target is moving (check is run only once per second)
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 30))
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 100))
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{
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{
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return true;
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return true;
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}
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}
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@@ -990,7 +990,7 @@ public class CreatureAI extends AbstractAI
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if (isFollowing())
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if (isFollowing())
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{
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{
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// allow larger hit range when the target is moving (check is run only once per second)
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// allow larger hit range when the target is moving (check is run only once per second)
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 30))
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 100))
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{
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{
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return true;
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return true;
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}
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}
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@@ -990,7 +990,7 @@ public class CreatureAI extends AbstractAI
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if (isFollowing())
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if (isFollowing())
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{
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{
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// allow larger hit range when the target is moving (check is run only once per second)
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// allow larger hit range when the target is moving (check is run only once per second)
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 30))
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 100))
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{
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{
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return true;
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return true;
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}
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}
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@@ -990,7 +990,7 @@ public class CreatureAI extends AbstractAI
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if (isFollowing())
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if (isFollowing())
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{
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{
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// allow larger hit range when the target is moving (check is run only once per second)
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// allow larger hit range when the target is moving (check is run only once per second)
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 30))
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 100))
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{
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{
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return true;
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return true;
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}
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}
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@@ -1028,7 +1028,7 @@ public class CreatureAI extends AbstractAI
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return true;
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return true;
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}
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}
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// allow larger hit range when the target is moving (check is run only once per second)
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// allow larger hit range when the target is moving (check is run only once per second)
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 30))
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 100))
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{
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{
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return true;
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return true;
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}
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}
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@@ -1028,7 +1028,7 @@ public class CreatureAI extends AbstractAI
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return true;
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return true;
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}
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}
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// allow larger hit range when the target is moving (check is run only once per second)
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// allow larger hit range when the target is moving (check is run only once per second)
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 30))
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 100))
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{
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{
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return true;
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return true;
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}
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}
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@@ -1029,7 +1029,7 @@ public class CreatureAI extends AbstractAI
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if (isFollowing())
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if (isFollowing())
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{
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{
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// allow larger hit range when the target is moving (check is run only once per second)
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// allow larger hit range when the target is moving (check is run only once per second)
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 30))
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 100))
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{
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{
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return true;
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return true;
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}
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}
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@@ -1029,7 +1029,7 @@ public class CreatureAI extends AbstractAI
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if (isFollowing())
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if (isFollowing())
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{
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{
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// allow larger hit range when the target is moving (check is run only once per second)
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// allow larger hit range when the target is moving (check is run only once per second)
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 30))
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 100))
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{
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{
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return true;
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return true;
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}
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}
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@@ -990,7 +990,7 @@ public class CreatureAI extends AbstractAI
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|||||||
if (isFollowing())
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if (isFollowing())
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{
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{
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// allow larger hit range when the target is moving (check is run only once per second)
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// allow larger hit range when the target is moving (check is run only once per second)
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 30))
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 100))
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{
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{
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return true;
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return true;
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}
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}
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@@ -990,7 +990,7 @@ public class CreatureAI extends AbstractAI
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|||||||
if (isFollowing())
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if (isFollowing())
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{
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{
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// allow larger hit range when the target is moving (check is run only once per second)
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// allow larger hit range when the target is moving (check is run only once per second)
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 30))
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 100))
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{
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{
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return true;
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return true;
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}
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}
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@@ -990,7 +990,7 @@ public class CreatureAI extends AbstractAI
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if (isFollowing())
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if (isFollowing())
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{
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{
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// allow larger hit range when the target is moving (check is run only once per second)
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// allow larger hit range when the target is moving (check is run only once per second)
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 30))
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 100))
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{
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{
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return true;
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return true;
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}
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}
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@@ -990,7 +990,7 @@ public class CreatureAI extends AbstractAI
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|||||||
if (isFollowing())
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if (isFollowing())
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{
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{
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// allow larger hit range when the target is moving (check is run only once per second)
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// allow larger hit range when the target is moving (check is run only once per second)
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 30))
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 100))
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{
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{
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return true;
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return true;
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}
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}
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@@ -990,7 +990,7 @@ public class CreatureAI extends AbstractAI
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|||||||
if (isFollowing())
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if (isFollowing())
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{
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{
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// allow larger hit range when the target is moving (check is run only once per second)
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// allow larger hit range when the target is moving (check is run only once per second)
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 30))
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 100))
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{
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{
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return true;
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return true;
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}
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}
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@@ -990,7 +990,7 @@ public class CreatureAI extends AbstractAI
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if (isFollowing())
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if (isFollowing())
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{
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{
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// allow larger hit range when the target is moving (check is run only once per second)
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// allow larger hit range when the target is moving (check is run only once per second)
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 30))
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 100))
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{
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{
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return true;
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return true;
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}
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}
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@@ -990,7 +990,7 @@ public class CreatureAI extends AbstractAI
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if (isFollowing())
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if (isFollowing())
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||||||
{
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{
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// allow larger hit range when the target is moving (check is run only once per second)
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// allow larger hit range when the target is moving (check is run only once per second)
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 30))
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 100))
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{
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{
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return true;
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return true;
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}
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}
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@@ -990,7 +990,7 @@ public class CreatureAI extends AbstractAI
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|||||||
if (isFollowing())
|
if (isFollowing())
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||||||
{
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{
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||||||
// allow larger hit range when the target is moving (check is run only once per second)
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// allow larger hit range when the target is moving (check is run only once per second)
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 30))
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 100))
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{
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{
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return true;
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return true;
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}
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}
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@@ -990,7 +990,7 @@ public class CreatureAI extends AbstractAI
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|||||||
if (isFollowing())
|
if (isFollowing())
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||||||
{
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{
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// allow larger hit range when the target is moving (check is run only once per second)
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// allow larger hit range when the target is moving (check is run only once per second)
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 30))
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 100))
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{
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{
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return true;
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return true;
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}
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}
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@@ -990,7 +990,7 @@ public class CreatureAI extends AbstractAI
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if (isFollowing())
|
if (isFollowing())
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{
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{
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// allow larger hit range when the target is moving (check is run only once per second)
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// allow larger hit range when the target is moving (check is run only once per second)
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 30))
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 100))
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{
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{
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return true;
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return true;
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}
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}
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@@ -990,7 +990,7 @@ public class CreatureAI extends AbstractAI
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if (isFollowing())
|
if (isFollowing())
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{
|
{
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// allow larger hit range when the target is moving (check is run only once per second)
|
// allow larger hit range when the target is moving (check is run only once per second)
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 30))
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if (!_actor.isInsideRadius2D(target, offsetWithCollision + 100))
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{
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{
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return true;
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return true;
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}
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}
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||||||
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Reference in New Issue
Block a user