Handle OnPCHitMe variable (bug #2703)

pull/403/head
Andrei Kortunov 7 years ago
parent e81faf5f2f
commit 27c831959e

@ -1445,7 +1445,20 @@ namespace MWMechanics
// Attacker is in combat with us, but we are not in combat with the attacker yet. Time to fight back. // 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. // Note: accidental or collateral damage attacks are ignored.
if (!target.getClass().getCreatureStats(target).getAiSequence().hasPackage(AiPackage::TypeIdPursue)) if (!target.getClass().getCreatureStats(target).getAiSequence().hasPackage(AiPackage::TypeIdPursue))
startCombat(target, attacker); {
// If an actor has OnPCHitMe declared in his script, his Fight = 0 and the attacker is player,
// he will attack the player only if we will force him (e.g. via StartCombat console command)
bool peaceful = false;
std::string script = target.getClass().getScript(target);
if (!script.empty() && target.getRefData().getLocals().hasVar(script, "onpchitme") && attacker == getPlayer())
{
int fight = std::max(0, target.getClass().getCreatureStats(target).getAiSetting(CreatureStats::AI_Fight).getModified());
peaceful = (fight == 0);
}
if (!peaceful)
startCombat(target, attacker);
}
} }
return true; return true;

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