From 7a0ec30b5444b9f07ddeaa6943edaf5bd02e0349 Mon Sep 17 00:00:00 2001
From: salaaad2 <arthurdurant263@gmail.com>
Date: Fri, 14 Jan 2022 16:40:11 +0100
Subject: enemy slingshot is functional

---
 src/wp_enemyslingshot.cpp | 10 +++++-----
 1 file changed, 5 insertions(+), 5 deletions(-)

(limited to 'src/wp_enemyslingshot.cpp')

diff --git a/src/wp_enemyslingshot.cpp b/src/wp_enemyslingshot.cpp
index ad113e8..068f404 100644
--- a/src/wp_enemyslingshot.cpp
+++ b/src/wp_enemyslingshot.cpp
@@ -8,22 +8,22 @@
 #include "gameplay.hpp"
 
 wp_enemysling::wp_enemysling(const char* s, const char* r)
-    : AWeapon(300.0f, 10, 1, 0.0, s, r, "sling") {}
+    : AWeapon(300.0f, 10, 10, 0.0, s, r, "sling") {}
 
 int wp_enemysling::bang(std::vector<Entity>* enemies, Entity* baddie) {
     if (barrel == 0) {
         return (1);
     } else {
         barrel--;
-        PlaySound(shot);
         t = GetTime();
         // enemysling spawns a new enemy every @reload seconds. thats it.
         // it's a slingshot
         //
         Entity en(1);
-        en.posX = 0;
-        en.posY = 0;
-        en.direction = (Vector2){1.0f, 1.0f};
+        en.posX = baddie->posX + 10;
+        en.posY = baddie->posY + 10;
+        en.direction.x = baddie->direction.x * 2.0f;
+        en.direction.y = baddie->direction.y * 2.0f;
         en.radius = 20;
         en.currentWeapon = nullptr;
         en.idleTex = LoadTexture(SBIRE_TEX_IDLE);
-- 
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