Merged pull request #1858

fix/skillcap
Marc Zinnschlag 6 years ago
commit a2a57cf694

@ -82,6 +82,7 @@
Bug #4558: Mesh optimizer: check for reserved node name is case-sensitive Bug #4558: Mesh optimizer: check for reserved node name is case-sensitive
Bug #4563: Fast travel price logic checks destination cell instead of service actor cell Bug #4563: Fast travel price logic checks destination cell instead of service actor cell
Bug #4565: Underwater view distance should be limited Bug #4565: Underwater view distance should be limited
Bug #4573: Player uses headtracking in the 1st-person mode
Feature #2606: Editor: Implemented (optional) case sensitive global search Feature #2606: Editor: Implemented (optional) case sensitive global search
Feature #3083: Play animation when NPC is casting spell via script Feature #3083: Play animation when NPC is casting spell via script
Feature #3103: Provide option for disposition to get increased by successful trade Feature #3103: Provide option for disposition to get increased by successful trade

@ -1298,6 +1298,8 @@ namespace MWMechanics
// AI and magic effects update // AI and magic effects update
for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter) for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter)
{ {
bool isPlayer = iter->first == player;
float distSqr = (player.getRefData().getPosition().asVec3() - iter->first.getRefData().getPosition().asVec3()).length2(); float distSqr = (player.getRefData().getPosition().asVec3() - iter->first.getRefData().getPosition().asVec3()).length2();
// AI processing is only done within distance of 7168 units to the player. Note the "AI distance" slider doesn't affect this // AI processing is only done within distance of 7168 units to the player. Note the "AI distance" slider doesn't affect this
// (it only does some throttling for targets beyond the "AI distance", so doesn't give any guarantees as to whether AI will be enabled or not) // (it only does some throttling for targets beyond the "AI distance", so doesn't give any guarantees as to whether AI will be enabled or not)
@ -1305,7 +1307,7 @@ namespace MWMechanics
// using higher values will make a quest in Bloodmoon harder or impossible to complete (bug #1876) // using higher values will make a quest in Bloodmoon harder or impossible to complete (bug #1876)
bool inProcessingRange = distSqr <= sqrAiProcessingDistance; bool inProcessingRange = distSqr <= sqrAiProcessingDistance;
if (iter->first == player) if (isPlayer)
iter->second->getCharacterController()->setAttackingOrSpell(MWBase::Environment::get().getWorld()->getPlayer().getAttackingOrSpell()); iter->second->getCharacterController()->setAttackingOrSpell(MWBase::Environment::get().getWorld()->getPlayer().getAttackingOrSpell());
// If dead or no longer in combat, no longer store any actors who attempted to hit us. Also remove for the player. // If dead or no longer in combat, no longer store any actors who attempted to hit us. Also remove for the player.
@ -1337,14 +1339,14 @@ namespace MWMechanics
{ {
if (timerUpdateAITargets == 0) if (timerUpdateAITargets == 0)
{ {
if (iter->first != player) if (!isPlayer)
adjustCommandedActor(iter->first); adjustCommandedActor(iter->first);
for(PtrActorMap::iterator it(mActors.begin()); it != mActors.end(); ++it) for(PtrActorMap::iterator it(mActors.begin()); it != mActors.end(); ++it)
{ {
if (it->first == iter->first || iter->first == player) // player is not AI-controlled if (it->first == iter->first || isPlayer) // player is not AI-controlled
continue; continue;
engageCombat(iter->first, it->first, cachedAllies, it->first == player); engageCombat(iter->first, it->first, cachedAllies, isPlayer);
} }
} }
if (timerUpdateHeadTrack == 0) if (timerUpdateHeadTrack == 0)
@ -1353,12 +1355,15 @@ namespace MWMechanics
MWWorld::Ptr headTrackTarget; MWWorld::Ptr headTrackTarget;
MWMechanics::CreatureStats& stats = iter->first.getClass().getCreatureStats(iter->first); MWMechanics::CreatureStats& stats = iter->first.getClass().getCreatureStats(iter->first);
bool firstPersonPlayer = isPlayer && MWBase::Environment::get().getWorld()->isFirstPerson();
// Unconsious actor can not track target // 1. Unconsious actor can not track target
// Also actors in combat and pursue mode do not bother to headtrack // 2. Actors in combat and pursue mode do not bother to headtrack
// 3. Player character does not use headtracking in the 1st-person view
if (!stats.getKnockedDown() && if (!stats.getKnockedDown() &&
!stats.getAiSequence().isInCombat() && !stats.getAiSequence().isInCombat() &&
!stats.getAiSequence().hasPackage(AiPackage::TypeIdPursue)) !stats.getAiSequence().hasPackage(AiPackage::TypeIdPursue) &&
!firstPersonPlayer)
{ {
for(PtrActorMap::iterator it(mActors.begin()); it != mActors.end(); ++it) for(PtrActorMap::iterator it(mActors.begin()); it != mActors.end(); ++it)
{ {

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