stop weapon condition degredation (for the player) with tgm on

actorid
mckibbenta 11 years ago
parent 99fe6e68c7
commit 073f64c8bb

@ -396,9 +396,10 @@ namespace MWClass
MWBase::Environment::get().getWindowManager()->messageBox("#{sTargetCriticalStrike}");
MWBase::Environment::get().getSoundManager()->playSound3D(victim, "critical damage", 1.0f, 1.0f);
}
weapon.getCellRef().mCharge -= std::min(std::max(1,
(int)(damage * gmst.find("fWeaponDamageMult")->getFloat())),
weapon.getCellRef().mCharge);
if (!MWBase::Environment::get().getWorld()->getGodModeState())
weapon.getCellRef().mCharge -= std::min(std::max(1,
(int)(damage * gmst.find("fWeaponDamageMult")->getFloat())), weapon.getCellRef().mCharge);
}
healthdmg = true;
}

@ -276,7 +276,8 @@ namespace MWMechanics
}
// If it's the player and God Mode is turned on, keep it alive
if(iter->first.getRefData().getHandle()=="player" && MWBase::Environment::get().getWorld()->getGodModeState())
if(iter->first.getRefData().getHandle()=="player" &&
MWBase::Environment::get().getWorld()->getGodModeState())
{
MWMechanics::DynamicStat<float> stat(stats.getHealth());

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