Fix AiCombat exception when actor has a lockpick/probe equipped.

Don't make NPCs autoEquip lockpicks/probes, since they can't use them.
openmw-30
scrawl 11 years ago
parent 136813a882
commit 1444cd9051

@ -250,6 +250,9 @@ namespace MWMechanics
if (state == MWMechanics::DrawState_Spell || state == MWMechanics::DrawState_Nothing)
actorCls.getCreatureStats(actor).setDrawState(MWMechanics::DrawState_Weapon);
// TODO: Check equipped weapon and equip a different one if we can't attack with it
// (e.g. no ammunition, or wrong type of ammunition equipped, etc. autoEquip is not very smart in this regard))
//Get weapon speed and range
MWWorld::ContainerStoreIterator weaponSlot =
MWMechanics::getActiveWeapon(actorCls.getCreatureStats(actor), actorCls.getInventoryStore(actor), &weaptype);
@ -260,8 +263,9 @@ namespace MWMechanics
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
weapRange = gmst.find("fHandToHandReach")->getFloat();
}
else
else if (weaptype != WeapType_PickProbe && weaptype != WeapType_Spell)
{
// All other WeapTypes are actually weapons, so get<ESM::Weapon> is safe.
weapon = weaponSlot->get<ESM::Weapon>()->mBase;
weapRange = weapon->mData.mReach;
weapSpeed = weapon->mData.mSpeed;

@ -192,12 +192,17 @@ void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor)
{
Ptr test = *iter;
// Don't autoEquip lights
// Don't autoEquip lights. Handled in Actors::updateEquippedLight based on environment light.
if (test.getTypeName() == typeid(ESM::Light).name())
{
continue;
}
// Don't auto-equip probes or lockpicks. NPCs can't use them (yet). And AiCombat would attempt to "attack" with them.
// NOTE: In the future AiCombat should handle equipping appropriate weapons
if (test.getTypeName() == typeid(ESM::Lockpick).name() || test.getTypeName() == typeid(ESM::Probe).name())
continue;
// Only autoEquip if we are the original owner of the item.
// This stops merchants from auto equipping anything you sell to them.
// ...unless this is a companion, he should always equip items given to him.

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