Ignore dead actors in getActorsFollowing/Fighting

Prevents dead enemies from disallowing resting near them
This commit is contained in:
scrawl 2014-04-28 11:44:56 +02:00
parent 27a05027f4
commit 0796815da0

View file

@ -1019,7 +1019,7 @@ namespace MWMechanics
const MWWorld::Class &cls = MWWorld::Class::get(iter->first); const MWWorld::Class &cls = MWWorld::Class::get(iter->first);
CreatureStats &stats = cls.getCreatureStats(iter->first); CreatureStats &stats = cls.getCreatureStats(iter->first);
if(stats.getAiSequence().getTypeId() == AiPackage::TypeIdFollow) if(!stats.isDead() && stats.getAiSequence().getTypeId() == AiPackage::TypeIdFollow)
{ {
MWMechanics::AiFollow* package = static_cast<MWMechanics::AiFollow*>(stats.getAiSequence().getActivePackage()); MWMechanics::AiFollow* package = static_cast<MWMechanics::AiFollow*>(stats.getAiSequence().getActivePackage());
if(package->getFollowedActor() == actor.getCellRef().mRefID) if(package->getFollowedActor() == actor.getCellRef().mRefID)
@ -1041,7 +1041,7 @@ namespace MWMechanics
const MWWorld::Class &cls = MWWorld::Class::get(*iter); const MWWorld::Class &cls = MWWorld::Class::get(*iter);
CreatureStats &stats = cls.getCreatureStats(*iter); CreatureStats &stats = cls.getCreatureStats(*iter);
if(stats.getAiSequence().getTypeId() == AiPackage::TypeIdCombat) if(!stats.isDead() && stats.getAiSequence().getTypeId() == AiPackage::TypeIdCombat)
{ {
MWMechanics::AiCombat* package = static_cast<MWMechanics::AiCombat*>(stats.getAiSequence().getActivePackage()); MWMechanics::AiCombat* package = static_cast<MWMechanics::AiCombat*>(stats.getAiSequence().getActivePackage());
if(package->getTargetId() == actor.getCellRef().mRefID) if(package->getTargetId() == actor.getCellRef().mRefID)