generated from Persson-dev/Godot-Xmake
fix attack angle
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@@ -50,9 +50,11 @@ void Zombie::_process(float a_Delta) {
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this->set_velocity(m_Velocity);
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this->set_velocity(m_Velocity);
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look_at(Vector3(this->get_global_position().x + this->get_velocity().x, this->get_global_position().y,
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look_at(Vector3(this->get_global_position().x + this->get_velocity().x, this->get_global_position().y,
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this->get_global_position().z + this->get_velocity().z));
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this->get_global_position().z + this->get_velocity().z));
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} else if (m_StateMachine->get_current_node().match("Attack")) {
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} else if (m_StateMachine->get_current_node().match("Attack")) {
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this->set_velocity(Vector3(0, 0, 0));
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this->set_velocity(Vector3(0, 0, 0));
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look_at(Vector3(m_Player->get_global_position().x, m_Player->get_global_position().y / 2, m_Player->get_global_position().z));
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look_at(Vector3(m_Player->get_global_position().x + this->get_velocity().x, this->get_global_position().y,
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m_Player->get_global_position().z + this->get_velocity().z));
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}
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}
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m_AnimationTree->set("parameters/conditions/run", !_target_in_range());
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m_AnimationTree->set("parameters/conditions/run", !_target_in_range());
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m_AnimationTree->set("parameters/conditions/attack", _target_in_range());
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m_AnimationTree->set("parameters/conditions/attack", _target_in_range());
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