Fixed a bug where multiple trees in range would cause RepeatDelay to be ignored resulting in less wood than expected

This commit is contained in:
Andrei Abrudan 2022-06-18 02:45:34 +01:00
parent 1ba3b9ca8a
commit e3f6b76fec

View File

@ -158,7 +158,6 @@ namespace cheat::feature
void AutoTreeFarm::OnGameUpdate()
{
static lra_map<Vector3d, uint32_t, 10, hash_fn> s_AttackCountMap;
static std::queue<app::SceneTreeObject*> s_AttackQueue;
static std::unordered_set<app::SceneTreeObject*> s_AttackQueueSet;
static uint64_t s_LastAttackTimestamp = 0;
@ -179,7 +178,7 @@ namespace cheat::feature
if (s_AttackQueueSet.count(tree) > 0)
continue;
if (tree->fields._lastTreeDropTimeStamp + m_RepeatDelay > timestamp)
if (s_LastAttackTimestamp + m_RepeatDelay > timestamp)
continue;
auto position = tree->fields._.realBounds.m_Center;
@ -220,7 +219,7 @@ namespace cheat::feature
continue;
}
tree->fields._lastTreeDropTimeStamp = timestamp;
s_LastAttackTimestamp = timestamp;
app::MoleMole_NetworkManager_RequestHitTreeDropNotify(networkManager, position, position, treeType, nullptr);
break;
}