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/////////////////////////////////////////////////////////////////////////
// Start of the attack loop.
/////////////////////////////////////////////////////////////////////////
for (uint8 i = 0; i < attackRound->GetAttackSwingCount(); ++i)
{
apAction_t Action;
Action.ActionTarget = m_PBattleTarget;
Action.knockback = 0;
// Reference to the current swing.
CAttack* attack = (CAttack*)attackRound->GetCurrentAttack();
if (i != 0)
{
if (m_PBattleTarget->isDead())
{
break;
}
Action.ActionTarget = NULL;
}