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Don't report crime if we are in combat with the victim
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1 changed files with 6 additions and 0 deletions
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@ -973,6 +973,9 @@ namespace MWMechanics
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if (!it->getClass().isNpc())
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if (!it->getClass().isNpc())
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continue;
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continue;
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if (it->getClass().getCreatureStats(*it).getAiSequence().isInCombat(victim))
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continue;
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// Will the witness report the crime?
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// Will the witness report the crime?
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if (it->getClass().getCreatureStats(*it).getAiSetting(CreatureStats::AI_Alarm).getBase() >= alarm)
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if (it->getClass().getCreatureStats(*it).getAiSetting(CreatureStats::AI_Alarm).getBase() >= alarm)
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{
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{
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@ -1071,6 +1074,9 @@ namespace MWMechanics
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if (*it != victim && type == OT_Assault)
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if (*it != victim && type == OT_Assault)
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aggression = iFightAttacking;
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aggression = iFightAttacking;
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if (it->getClass().getCreatureStats(*it).getAiSequence().isInCombat(victim))
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continue;
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if (it->getClass().isClass(*it, "guard"))
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if (it->getClass().isClass(*it, "guard"))
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{
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{
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// Mark as Alarmed for dialogue
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// Mark as Alarmed for dialogue
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