[Client] Make aggressive actors initiate combat with DedicatedPlayers

Previously, they were only attacking DedicatedPlayers who had attacked them first.
0.6.1
David Cernat 8 years ago
parent a4165325fa
commit 11605bd19a

@ -406,6 +406,18 @@ namespace MWMechanics
if (std::find(playerAllies.begin(), playerAllies.end(), actor1) == playerAllies.end())
aggressive = MWBase::Environment::get().getMechanicsManager()->isAggressive(actor1, actor2);
}
/*
Start of tes3mp addition
Make aggressive actors initiate combat with DedicatedPlayers
*/
else if (mwmp::PlayerList::isDedicatedPlayer(actor2))
{
aggressive = MWBase::Environment::get().getMechanicsManager()->isAggressive(actor1, actor2);
}
/*
End of tes3mp addition
*/
}
// Make guards go aggressive with creatures that are in combat, unless the creature is a follower or escorter
@ -882,7 +894,7 @@ namespace MWMechanics
/*
Start of tes3mp change (major)
We need player-controlled NPCs to not automatically unequip
We need DedicatedPlayers to not automatically unequip
their light-emitting items, so a 2nd condition has been added
for them
*/

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