fix bugs in aisequence::execute

deque
mrcheko 11 years ago
parent 638df221a6
commit 56881cb7c9

@ -137,7 +137,7 @@ void AiSequence::execute (const MWWorld::Ptr& actor,float duration)
float nearestDist = std::numeric_limits<float>::max();
Ogre::Vector3 vActorPos = Ogre::Vector3(actor.getRefData().getPosition().pos);
for(std::list<AiPackage *>::iterator it = mPackages.begin(); it != mPackages.end(); ++it)
for(std::list<AiPackage *>::iterator it = mPackages.begin(); it != mPackages.end();)
{
if ((*it)->getTypeId() != AiPackage::TypeIdCombat) break;
@ -147,7 +147,7 @@ void AiSequence::execute (const MWWorld::Ptr& actor,float duration)
if (target.isEmpty())
{
delete *it;
mPackages.erase(it++);
it = mPackages.erase(it);
}
else
{
@ -159,19 +159,25 @@ void AiSequence::execute (const MWWorld::Ptr& actor,float duration)
nearestDist = distTo;
itActualCombat = it;
}
++it;
}
}
// all targets disappeared
if (nearestDist == std::numeric_limits<float>::max())
if (!mPackages.empty())
{
mDone = true;
return;
if (nearestDist < std::numeric_limits<float>::max() && mPackages.begin() != itActualCombat)
{
// move combat package with nearest target to the front
mPackages.splice(mPackages.begin(), mPackages, itActualCombat);
}
package = mPackages.front();
mLastAiPackage = package->getTypeId();
}
else if (mPackages.begin() != itActualCombat)
else
{
// move combat package with nearest target to the front
mPackages.splice(mPackages.begin(), mPackages, itActualCombat);
mDone = true;
return;
}
}

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