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@ -210,38 +210,38 @@ bool PlayerList::isDedicatedPlayer(const MWWorld::Ptr &ptr)
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void DedicatedPlayer::update(float dt)
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{
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MWMechanics::NpcStats *ptrNpcStats = &ptr.getClass().getNpcStats(ptr);
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MWMechanics::CreatureStats *ptrCreatureStats = &ptr.getClass().getCreatureStats(ptr);
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MWMechanics::DynamicStat<float> value;
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if (creatureStats.mDead)
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{
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value.readState(creatureStats.mDynamic[0]);
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ptrNpcStats->setHealth(value);
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ptrCreatureStats->setHealth(value);
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return;
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}
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value.readState(creatureStats.mDynamic[0]);
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ptrNpcStats->setHealth(value);
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ptrCreatureStats->setHealth(value);
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value.readState(creatureStats.mDynamic[1]);
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ptrNpcStats->setMagicka(value);
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ptrCreatureStats->setMagicka(value);
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value.readState(creatureStats.mDynamic[2]);
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ptrNpcStats->setFatigue(value);
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ptrCreatureStats->setFatigue(value);
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if (ptrNpcStats->isDead())
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ptrNpcStats->resurrect();
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if (ptrCreatureStats->isDead())
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ptrCreatureStats->resurrect();
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ptrNpcStats->setAttacked(false);
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ptrCreatureStats->setAttacked(false);
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ptrNpcStats->getAiSequence().stopCombat();
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ptrCreatureStats->getAiSequence().stopCombat();
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ptrNpcStats->setAlarmed(false);
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ptrNpcStats->setAiSetting(MWMechanics::CreatureStats::AI_Alarm, 0);
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ptrNpcStats->setAiSetting(MWMechanics::CreatureStats::AI_Fight, 0);
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ptrNpcStats->setAiSetting(MWMechanics::CreatureStats::AI_Flee, 0);
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ptrNpcStats->setAiSetting(MWMechanics::CreatureStats::AI_Hello, 0);
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ptrCreatureStats->setAlarmed(false);
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ptrCreatureStats->setAiSetting(MWMechanics::CreatureStats::AI_Alarm, 0);
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ptrCreatureStats->setAiSetting(MWMechanics::CreatureStats::AI_Fight, 0);
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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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//ptrNpcStats->setBaseDisposition(255);
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move(dt);
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updateAnimFlags();
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}
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@ -292,17 +292,17 @@ void DedicatedPlayer::updateAnimFlags()
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}
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if (drawState == 0)
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ptr.getClass().getNpcStats(ptr).setDrawState(DrawState_Nothing);
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ptr.getClass().getCreatureStats(ptr).setDrawState(DrawState_Nothing);
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else if (drawState == 1)
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ptr.getClass().getNpcStats(ptr).setDrawState(DrawState_Weapon);
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ptr.getClass().getCreatureStats(ptr).setDrawState(DrawState_Weapon);
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else if (drawState == 2)
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ptr.getClass().getNpcStats(ptr).setDrawState(DrawState_Spell);
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ptr.getClass().getCreatureStats(ptr).setDrawState(DrawState_Spell);
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MWMechanics::NpcStats *ptrNpcStats = &ptr.getClass().getNpcStats(ptr);
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ptrNpcStats->setMovementFlag(CreatureStats::Flag_Run, (movementFlags & CreatureStats::Flag_Run) != 0);
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ptrNpcStats->setMovementFlag(CreatureStats::Flag_Sneak, (movementFlags & CreatureStats::Flag_Sneak) != 0);
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ptrNpcStats->setMovementFlag(CreatureStats::Flag_ForceJump, (movementFlags & CreatureStats::Flag_ForceJump) != 0);
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ptrNpcStats->setMovementFlag(CreatureStats::Flag_ForceMoveJump, (movementFlags & CreatureStats::Flag_ForceMoveJump) != 0);
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MWMechanics::CreatureStats *ptrCreatureStats = &ptr.getClass().getCreatureStats(ptr);
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ptrCreatureStats->setMovementFlag(CreatureStats::Flag_Run, (movementFlags & CreatureStats::Flag_Run) != 0);
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ptrCreatureStats->setMovementFlag(CreatureStats::Flag_Sneak, (movementFlags & CreatureStats::Flag_Sneak) != 0);
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ptrCreatureStats->setMovementFlag(CreatureStats::Flag_ForceJump, (movementFlags & CreatureStats::Flag_ForceJump) != 0);
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ptrCreatureStats->setMovementFlag(CreatureStats::Flag_ForceMoveJump, (movementFlags & CreatureStats::Flag_ForceMoveJump) != 0);
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}
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void DedicatedPlayer::updateEquipment()
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