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Don't set Attacked flag when the actor is already in combat with the attacker (Fixes #1909)

This commit is contained in:
scrawl 2014-09-14 10:35:57 +02:00
parent c5fa0768f1
commit 1270dada34
2 changed files with 6 additions and 3 deletions

View file

@ -329,7 +329,8 @@ namespace MWClass
{
// NOTE: 'object' and/or 'attacker' may be empty.
getCreatureStats(ptr).setAttacked(true);
if (!attacker.isEmpty() && !ptr.getClass().getCreatureStats(ptr).getAiSequence().isInCombat(attacker))
getCreatureStats(ptr).setAttacked(true);
// Self defense
if ((canWalk(ptr) || canFly(ptr) || canSwim(ptr)) // No retaliation for totally static creatures

View file

@ -640,10 +640,12 @@ namespace MWClass
bool wasDead = getCreatureStats(ptr).isDead();
getCreatureStats(ptr).setAttacked(true);
if (!attacker.isEmpty() && !ptr.getClass().getCreatureStats(ptr).getAiSequence().isInCombat(attacker))
{
getCreatureStats(ptr).setAttacked(true);
if (!attacker.isEmpty())
MWBase::Environment::get().getMechanicsManager()->actorAttacked(ptr, attacker);
}
if(!successful)
{