Acrobatics: use calculated fatigueTerm

actorid
Emanuel Guevel 11 years ago
parent 4c151e59a2
commit 2b992ef3b5

@ -836,9 +836,11 @@ void CharacterController::update(float duration)
float healthLost = cls.getFallDamage(mPtr, mFallHeight - mPtr.getRefData().getPosition().pos[2]);
if (healthLost > 0.0f)
{
const float fatigueTerm = cls.getCreatureStats(mPtr).getFatigueTerm();
// inflict fall damages
DynamicStat<float> health = cls.getCreatureStats(mPtr).getHealth();
int realHealthLost = healthLost * (1.0f - 0.25 * 1.25f /* * fatigueTerm */);
int realHealthLost = healthLost * (1.0f - 0.25 * fatigueTerm);
health.setCurrent(health.getCurrent() - realHealthLost);
cls.getCreatureStats(mPtr).setHealth(health);
@ -846,7 +848,7 @@ void CharacterController::update(float duration)
cls.skillUsageSucceeded(mPtr, ESM::Skill::Acrobatics, 1);
const float acrobaticsSkill = cls.getNpcStats(mPtr).getSkill(ESM::Skill::Acrobatics).getModified();
if (healthLost > (acrobaticsSkill * 1.25f /* * fatigueTerm */))
if (healthLost > (acrobaticsSkill * fatigueTerm))
{
//TODO: actor falls over
}

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