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-rw-r--r--src/Mobs/Skeleton.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/Mobs/Skeleton.cpp b/src/Mobs/Skeleton.cpp
index 311533b69..0d6d5e428 100644
--- a/src/Mobs/Skeleton.cpp
+++ b/src/Mobs/Skeleton.cpp
@@ -51,12 +51,12 @@ void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer)
bool cSkeleton::Attack(std::chrono::milliseconds a_Dt)
{
StopMovingToPosition(); // Todo handle this in a better way, the skeleton does some uneeded recalcs due to inStateChasing
- cFastRandom Random;
+ auto & Random = GetRandomProvider();
if ((GetTarget() != nullptr) && (m_AttackCoolDownTicksLeft == 0))
{
- Vector3d Inaccuracy = Vector3d(Random.NextFloat(0.5) - 0.25, Random.NextFloat(0.5) - 0.25, Random.NextFloat(0.5) - 0.25);
+ Vector3d Inaccuracy = Vector3d(Random.RandReal<double>(-0.25, 0.25), Random.RandReal<double>(-0.25, 0.25), Random.RandReal<double>(-0.25, 0.25));
Vector3d Speed = (GetTarget()->GetPosition() + Inaccuracy - GetPosition()) * 5;
- Speed.y = Speed.y - 1 + Random.NextInt(3);
+ Speed.y += Random.RandInt(-1, 1);
cArrowEntity * Arrow = new cArrowEntity(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed);
if (Arrow == nullptr)
{