From 1b074e55243cf17be2f5b5ee9b4783bcacb7c146 Mon Sep 17 00:00:00 2001 From: scrawl Date: Fri, 2 May 2014 22:38:39 +0200 Subject: [PATCH] Call setAttacked even if the attack missed. Unsuccessful hits should also evoke a response. --- apps/openmw/mwclass/npc.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/apps/openmw/mwclass/npc.cpp b/apps/openmw/mwclass/npc.cpp index e43bfe40d..5222eac44 100644 --- a/apps/openmw/mwclass/npc.cpp +++ b/apps/openmw/mwclass/npc.cpp @@ -624,6 +624,8 @@ namespace MWClass if (!attacker.isEmpty() && ptr.getClass().isNpc() && ptr.getClass().getCreatureStats(ptr).getAiSetting(MWMechanics::CreatureStats::AI_Fight).getModified() <= 30) MWBase::Environment::get().getMechanicsManager()->commitCrime(attacker, ptr, MWBase::MechanicsManager::OT_Assault); + getCreatureStats(ptr).setAttacked(true); + if(!successful) { // TODO: Handle HitAttemptOnMe script function @@ -659,7 +661,6 @@ namespace MWClass { MWBase::Environment::get().getDialogueManager()->say(ptr, "hit"); } - getCreatureStats(ptr).setAttacked(true); // Check for knockdown float agilityTerm = getCreatureStats(ptr).getAttribute(ESM::Attribute::Agility).getModified() * fKnockDownMult->getFloat();