diff --git a/CHANGELOG.md b/CHANGELOG.md index 7ed708e6b..10a18e5c3 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -109,6 +109,7 @@ Bug #5056: Calling Cast function on player doesn't equip the spell but casts it Bug #5060: Magic effect visuals stop when death animation begins instead of when it ends Bug #5063: Shape named "Tri Shadow" in creature mesh is visible if it isn't hidden + Bug #5067: Ranged attacks on unaware opponents ("critical hits") differ from the vanilla engine Bug #5069: Blocking creatures' attacks doesn't degrade shields Bug #5074: Paralyzed actors greet the player Bug #5075: Enchanting cast style can be changed if there's no object diff --git a/apps/openmw/mwmechanics/combat.cpp b/apps/openmw/mwmechanics/combat.cpp index b39d769b2..9258c6b2d 100644 --- a/apps/openmw/mwmechanics/combat.cpp +++ b/apps/openmw/mwmechanics/combat.cpp @@ -229,23 +229,18 @@ namespace MWMechanics applyWerewolfDamageMult(victim, projectile, damage); if (attacker == getPlayer()) - { attacker.getClass().skillUsageSucceeded(attacker, weaponSkill, 0); - const MWMechanics::AiSequence& sequence = victim.getClass().getCreatureStats(victim).getAiSequence(); - bool unaware = !sequence.isInCombat() - && !MWBase::Environment::get().getMechanicsManager()->awarenessCheck(attacker, victim); - - if (unaware) - { - damage *= gmst.find("fCombatCriticalStrikeMult")->mValue.getFloat(); - MWBase::Environment::get().getWindowManager()->messageBox("#{sTargetCriticalStrike}"); - MWBase::Environment::get().getSoundManager()->playSound3D(victim, "critical damage", 1.0f, 1.0f); - } - } - - if (victim.getClass().getCreatureStats(victim).getKnockedDown()) + const MWMechanics::AiSequence& sequence = victim.getClass().getCreatureStats(victim).getAiSequence(); + bool unaware = attacker == getPlayer() && !sequence.isInCombat() + && !MWBase::Environment::get().getMechanicsManager()->awarenessCheck(attacker, victim); + bool knockedDown = victim.getClass().getCreatureStats(victim).getKnockedDown(); + if (knockedDown || unaware) + { damage *= gmst.find("fCombatKODamageMult")->mValue.getFloat(); + if (!knockedDown) + MWBase::Environment::get().getSoundManager()->playSound3D(victim, "critical damage", 1.0f, 1.0f); + } } reduceWeaponCondition(damage, validVictim, weapon, attacker);