forked from teamnwah/openmw-tes3coop
Don't set Attacked flag when the actor is already in combat with the attacker (Fixes #1909)
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c5fa0768f1
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2 changed files with 6 additions and 3 deletions
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@ -329,7 +329,8 @@ namespace MWClass
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{
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{
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// NOTE: 'object' and/or 'attacker' may be empty.
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// NOTE: 'object' and/or 'attacker' may be empty.
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getCreatureStats(ptr).setAttacked(true);
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if (!attacker.isEmpty() && !ptr.getClass().getCreatureStats(ptr).getAiSequence().isInCombat(attacker))
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getCreatureStats(ptr).setAttacked(true);
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// Self defense
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// Self defense
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if ((canWalk(ptr) || canFly(ptr) || canSwim(ptr)) // No retaliation for totally static creatures
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if ((canWalk(ptr) || canFly(ptr) || canSwim(ptr)) // No retaliation for totally static creatures
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@ -640,10 +640,12 @@ namespace MWClass
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bool wasDead = getCreatureStats(ptr).isDead();
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bool wasDead = getCreatureStats(ptr).isDead();
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getCreatureStats(ptr).setAttacked(true);
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if (!attacker.isEmpty() && !ptr.getClass().getCreatureStats(ptr).getAiSequence().isInCombat(attacker))
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{
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getCreatureStats(ptr).setAttacked(true);
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if (!attacker.isEmpty())
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MWBase::Environment::get().getMechanicsManager()->actorAttacked(ptr, attacker);
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MWBase::Environment::get().getMechanicsManager()->actorAttacked(ptr, attacker);
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}
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if(!successful)
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if(!successful)
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{
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{
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