forked from teamnwah/openmw-tes3coop
[Client] Resurrect DedicatedActors that aren't supposed to be dead
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8b4e167efe
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b745a33f18
2 changed files with 9 additions and 7 deletions
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@ -152,6 +152,10 @@ void DedicatedActor::setStatsDynamic()
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MWMechanics::CreatureStats *ptrCreatureStats = &ptr.getClass().getCreatureStats(ptr);
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MWMechanics::DynamicStat<float> value;
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// Resurrect this Actor if it's not supposed to be dead according to its authority
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if (creatureStats.mDynamic[0].mCurrent > 0)
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ptrCreatureStats->resurrect();
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for (int i = 0; i < 3; ++i)
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{
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value.readState(creatureStats.mDynamic[i]);
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@ -64,12 +64,11 @@ void DedicatedPlayer::update(float dt)
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return;
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}
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value.readState(creatureStats.mDynamic[0]);
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ptrCreatureStats->setHealth(value);
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value.readState(creatureStats.mDynamic[1]);
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ptrCreatureStats->setMagicka(value);
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value.readState(creatureStats.mDynamic[2]);
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ptrCreatureStats->setFatigue(value);
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for (int i = 0; i < 3; ++i)
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{
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value.readState(creatureStats.mDynamic[i]);
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ptrCreatureStats->setDynamic(i, value);
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}
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if (ptrCreatureStats->isDead())
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ptrCreatureStats->resurrect();
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@ -84,7 +83,6 @@ void DedicatedPlayer::update(float dt)
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ptrCreatureStats->setAiSetting(MWMechanics::CreatureStats::AI_Flee, 0);
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ptrCreatureStats->setAiSetting(MWMechanics::CreatureStats::AI_Hello, 0);
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//ptrNpcStats->setBaseDisposition(255);
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move(dt);
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updateAnimFlags();
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}
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