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authorAlexander Pickering <Alexander.Pickering@anondomain.site90.net>2016-01-10 21:10:03 -0500
committerAlexander Pickering <Alexander.Pickering@anondomain.site90.net>2016-01-10 21:10:03 -0500
commit31641879af7d32f1570b59bb5d27a193ed0931c3 (patch)
tree65799bc24214382c26ee212b460a6b84ace5b8e9 /gamemode/npcsystem/npcs/antlion1.lua
parent312f321f771960872fb3ee3e1bb24ebaf91aa38f (diff)
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Fixed npc's breaking when they don't have an initial target
Diffstat (limited to 'gamemode/npcsystem/npcs/antlion1.lua')
-rw-r--r--gamemode/npcsystem/npcs/antlion1.lua5
1 files changed, 4 insertions, 1 deletions
diff --git a/gamemode/npcsystem/npcs/antlion1.lua b/gamemode/npcsystem/npcs/antlion1.lua
index 0e62a92..502ebc6 100644
--- a/gamemode/npcsystem/npcs/antlion1.lua
+++ b/gamemode/npcsystem/npcs/antlion1.lua
@@ -87,7 +87,10 @@ NPC.Attacks = {
--Attack priority is a fucntion that takes a player, and returns an int describing it's prority to attack (higher = more important) NPC will always attack the player with the highest priority
function NPC:AttackPriority(ply)
- local dist = ply:GetPos():Distance(self:GetPos())
+ local plypos = ply:GetPos()
+ local mypas = self:GetPos()
+ if not plypos then return 0 end
+ local dist = plypos:Distance(mypos)s
return self.Stats["AwareDist"] - dist
end