forked from teamnwah/openmw-tes3coop
Add possibility to dress up corpses (Fixes #2221)
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1 changed files with 7 additions and 7 deletions
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@ -133,12 +133,11 @@ MWWorld::ContainerStoreIterator MWWorld::InventoryStore::add(const Ptr& itemPtr,
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const MWWorld::ContainerStoreIterator& retVal = MWWorld::ContainerStore::add(itemPtr, count, actorPtr, setOwner);
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// Auto-equip items if an armor/clothing or weapon item is added, but not for the player nor werewolves
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if ((actorPtr.getRefData().getHandle() != "player")
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&& !(actorPtr.getClass().isNpc() && actorPtr.getClass().getNpcStats(actorPtr).isWerewolf())
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&& !actorPtr.getClass().getCreatureStats(actorPtr).isDead())
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if (actorPtr.getRefData().getHandle() != "player"
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&& !(actorPtr.getClass().isNpc() && actorPtr.getClass().getNpcStats(actorPtr).isWerewolf()))
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{
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std::string type = itemPtr.getTypeName();
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if ((type == typeid(ESM::Armor).name()) || (type == typeid(ESM::Clothing).name()) || (type == typeid(ESM::Weapon).name()))
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if (type == typeid(ESM::Armor).name() || type == typeid(ESM::Clothing).name())
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autoEquip(actorPtr);
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}
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@ -234,7 +233,9 @@ void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor)
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// ...unless this is a companion, he should always equip items given to him.
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if (!Misc::StringUtils::ciEqual(test.getCellRef().getOwner(), actor.getCellRef().getRefId()) &&
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(actor.getClass().getScript(actor).empty() ||
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!actor.getRefData().getLocals().getIntVar(actor.getClass().getScript(actor), "companion")))
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!actor.getRefData().getLocals().getIntVar(actor.getClass().getScript(actor), "companion"))
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&& !actor.getClass().getCreatureStats(actor).isDead() // Corpses can be dressed up by the player as desired
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)
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{
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continue;
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}
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@ -506,8 +507,7 @@ int MWWorld::InventoryStore::remove(const Ptr& item, int count, const Ptr& actor
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&& !(actor.getClass().isNpc() && actor.getClass().getNpcStats(actor).isWerewolf()))
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{
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std::string type = item.getTypeName();
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if (((type == typeid(ESM::Armor).name()) || (type == typeid(ESM::Clothing).name()))
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&& !actor.getClass().getCreatureStats(actor).isDead())
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if (type == typeid(ESM::Armor).name() || type == typeid(ESM::Clothing).name())
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autoEquip(actor);
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}
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