Do not allow to loot fighting actors during death animation (bug #3528)

experimental
Andrei Kortunov 8 years ago
parent 9bc24ab629
commit dd919b9f2c

@ -4,6 +4,7 @@
#include <components/esm/loadcrea.hpp> #include <components/esm/loadcrea.hpp>
#include <components/esm/creaturestate.hpp> #include <components/esm/creaturestate.hpp>
#include <components/settings/settings.hpp>
#include "../mwmechanics/creaturestats.hpp" #include "../mwmechanics/creaturestats.hpp"
#include "../mwmechanics/magiceffects.hpp" #include "../mwmechanics/magiceffects.hpp"
@ -448,10 +449,27 @@ namespace MWClass
return action; return action;
} }
if(getCreatureStats(ptr).isDead()) const MWMechanics::CreatureStats& stats = getCreatureStats(ptr);
return std::shared_ptr<MWWorld::Action>(new MWWorld::ActionOpen(ptr, true));
if(ptr.getClass().getCreatureStats(ptr).getAiSequence().isInCombat()) if(stats.isDead())
{
bool canLoot = Settings::Manager::getBool ("can loot during death animation", "Game");
// by default user can loot friendly actors during death animation
if (canLoot && !stats.getAiSequence().isInCombat())
return std::shared_ptr<MWWorld::Action>(new MWWorld::ActionOpen(ptr, true));
// otherwise wait until death animation
if(stats.isDeathAnimationFinished())
return std::shared_ptr<MWWorld::Action>(new MWWorld::ActionOpen(ptr, true));
// death animation is not finished, do nothing
return std::shared_ptr<MWWorld::Action> (new MWWorld::FailedAction(""));
}
if(stats.getAiSequence().isInCombat())
return std::shared_ptr<MWWorld::Action>(new MWWorld::FailedAction("")); return std::shared_ptr<MWWorld::Action>(new MWWorld::FailedAction(""));
return std::shared_ptr<MWWorld::Action>(new MWWorld::ActionTalk(ptr)); return std::shared_ptr<MWWorld::Action>(new MWWorld::ActionTalk(ptr));
} }
@ -558,7 +576,11 @@ namespace MWClass
return true; return true;
const CreatureCustomData& customData = ptr.getRefData().getCustomData()->asCreatureCustomData(); const CreatureCustomData& customData = ptr.getRefData().getCustomData()->asCreatureCustomData();
return !customData.mCreatureStats.getAiSequence().isInCombat() || customData.mCreatureStats.isDead();
if (customData.mCreatureStats.isDead() && customData.mCreatureStats.isDeathAnimationFinished())
return true;
return !customData.mCreatureStats.getAiSequence().isInCombat();
} }
MWGui::ToolTipInfo Creature::getToolTipInfo (const MWWorld::ConstPtr& ptr, int count) const MWGui::ToolTipInfo Creature::getToolTipInfo (const MWWorld::ConstPtr& ptr, int count) const

@ -7,6 +7,7 @@
#include <components/esm/loadmgef.hpp> #include <components/esm/loadmgef.hpp>
#include <components/esm/loadnpc.hpp> #include <components/esm/loadnpc.hpp>
#include <components/esm/npcstate.hpp> #include <components/esm/npcstate.hpp>
#include <components/settings/settings.hpp>
#include "../mwbase/environment.hpp" #include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp" #include "../mwbase/world.hpp"
@ -863,16 +864,27 @@ namespace MWClass
return action; return action;
} }
if(getCreatureStats(ptr).isDead()) const MWMechanics::CreatureStats& stats = getCreatureStats(ptr);
return std::shared_ptr<MWWorld::Action>(new MWWorld::ActionOpen(ptr, true));
if(ptr.getClass().getCreatureStats(ptr).getAiSequence().isInCombat()) if(stats.isDead())
return std::shared_ptr<MWWorld::Action>(new MWWorld::FailedAction("#{sActorInCombat}")); {
if(getCreatureStats(actor).getStance(MWMechanics::CreatureStats::Stance_Sneak) bool canLoot = Settings::Manager::getBool ("can loot during death animation", "Game");
|| ptr.getClass().getCreatureStats(ptr).getKnockedDown())
return std::shared_ptr<MWWorld::Action>(new MWWorld::ActionOpen(ptr)); // stealing // by default user can loot friendly actors during death animation
// Can't talk to werewolfs if (canLoot && !stats.getAiSequence().isInCombat())
if(ptr.getClass().isNpc() && ptr.getClass().getNpcStats(ptr).isWerewolf()) return std::shared_ptr<MWWorld::Action>(new MWWorld::ActionOpen(ptr, true));
// otherwise wait until death animation
if(stats.isDeathAnimationFinished())
return std::shared_ptr<MWWorld::Action>(new MWWorld::ActionOpen(ptr, true));
// death animation is not finished, do nothing
return std::shared_ptr<MWWorld::Action> (new MWWorld::FailedAction("")); return std::shared_ptr<MWWorld::Action> (new MWWorld::FailedAction(""));
}
if(stats.getAiSequence().isInCombat())
return std::shared_ptr<MWWorld::Action>(new MWWorld::FailedAction(""));
return std::shared_ptr<MWWorld::Action>(new MWWorld::ActionTalk(ptr)); return std::shared_ptr<MWWorld::Action>(new MWWorld::ActionTalk(ptr));
} }
@ -1019,7 +1031,11 @@ namespace MWClass
return true; return true;
const NpcCustomData& customData = ptr.getRefData().getCustomData()->asNpcCustomData(); const NpcCustomData& customData = ptr.getRefData().getCustomData()->asNpcCustomData();
return !customData.mNpcStats.getAiSequence().isInCombat() || customData.mNpcStats.isDead();
if (customData.mNpcStats.isDead() && customData.mNpcStats.isDeathAnimationFinished())
return true;
return !customData.mNpcStats.getAiSequence().isInCombat();
} }
MWGui::ToolTipInfo Npc::getToolTipInfo (const MWWorld::ConstPtr& ptr, int count) const MWGui::ToolTipInfo Npc::getToolTipInfo (const MWWorld::ConstPtr& ptr, int count) const

@ -65,6 +65,22 @@ the type of attack is determined by the direction that the character is moving a
The default value is false. The default value is false.
This setting can be toggled with the Always Use Best Attack button in the Prefs panel of the Options menu. This setting can be toggled with the Always Use Best Attack button in the Prefs panel of the Options menu.
can loot during death animation
-------------------------------
:Type: boolean
:Range: True/False
:Default: True
If this setting is true, the player is allowed to loot actors (e.g. summoned creatures) during death animation, if they are not in combat.
However disposing corpses during death animation is not recommended - death counter may not be incremented, and this behaviour can break quests.
This is how original Morrowind behaves.
If this setting is false, player has to wait until end of death animation in all cases.
This case is more safe, but makes using of summoned creatures exploit (looting summoned Dremoras and Golden Saints for expensive weapons) a lot harder.
The default value is true. This setting can only be configured by editing the settings configuration file.
difficulty difficulty
---------- ----------
@ -110,4 +126,4 @@ followers attack on sight
:Default: False :Default: False
Makes player followers and escorters start combat with enemies who have started combat with them or the player. Makes player followers and escorters start combat with enemies who have started combat with them or the player.
Otherwise they wait for the enemies or the player to do an attack first. Otherwise they wait for the enemies or the player to do an attack first.

@ -180,6 +180,9 @@ prevent merchant equipping = false
# or the player. Otherwise they wait for the enemies or the player to do an attack first. # or the player. Otherwise they wait for the enemies or the player to do an attack first.
followers attack on sight = false followers attack on sight = false
# Can loot non-fighting actors during death animation
can loot during death animation = true
[General] [General]
# Anisotropy reduces distortion in textures at low angles (e.g. 0 to 16). # Anisotropy reduces distortion in textures at low angles (e.g. 0 to 16).

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