[Client] Make NPCs react to DedicatedPlayer & DedicatedActor attacks

pull/176/merge
David Cernat 8 years ago
parent edb155869b
commit 10d554af5b

@ -14,7 +14,9 @@
Include additional headers for multiplayer purposes
*/
#include "../mwmp/Main.hpp"
#include "../mwmp/DedicatedPlayer.hpp"
#include "../mwmp/CellController.hpp"
/*
End of tes3mp addition
*/
@ -1280,9 +1282,19 @@ namespace MWMechanics
&& !isAggressive(target, attacker) && !isFightingNpc)
commitCrime(attacker, target, MWBase::MechanicsManager::OT_Assault);
/*
Start of tes3mp change (major)
Make it possible to start combat with DedicatedPlayers and DedicatedActors by
adding additional conditions for them
*/
if (!attacker.isEmpty() && (attacker.getClass().getCreatureStats(attacker).getAiSequence().isInCombat(target)
|| attacker == getPlayer())
|| attacker == getPlayer() || mwmp::PlayerList::isDedicatedPlayer(attacker)
|| mwmp::Main::get().getCellController()->isDedicatedActor(attacker))
&& !seq.isInCombat(attacker))
/*
End of tes3mp change (major)
*/
{
// Attacker is in combat with us, but we are not in combat with the attacker yet. Time to fight back.
// Note: accidental or collateral damage attacks are ignored.

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