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♻️ Refactor MonsterRangedAttack to receive a Monster reference (#4891)

pull/4897/head
Cesar Canassa 4 years ago committed by GitHub
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commit
423a2ed614
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GPG Key ID: 4AEE18F83AFDEB23
  1. 9
      Source/monster.cpp

9
Source/monster.cpp

@ -1428,11 +1428,8 @@ bool MonsterAttack(int monsterId)
return false;
}
bool MonsterRangedAttack(int monsterId)
bool MonsterRangedAttack(Monster &monster)
{
assert(monsterId >= 0 && monsterId < MaxMonsters);
auto &monster = Monsters[monsterId];
if (monster.AnimInfo.currentFrame == monster.data().mAFNum - 1) {
const auto &missileType = static_cast<missile_id>(monster._mVar1);
if (missileType != MIS_NULL) {
@ -1446,7 +1443,7 @@ bool MonsterRangedAttack(int monsterId)
monster._mdir,
missileType,
TARGET_PLAYERS,
monsterId,
monster.getId(),
monster._mVar2,
0);
}
@ -4262,7 +4259,7 @@ void ProcessMonsters()
raflag = MonsterFadeout(monster);
break;
case MonsterMode::RangedAttack:
raflag = MonsterRangedAttack(monsterId);
raflag = MonsterRangedAttack(monster);
break;
case MonsterMode::SpecialStand:
raflag = MonsterSpecialStand(monster);

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