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@ -336,9 +336,9 @@ namespace MWScript
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/*
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Start of tes3mp addition
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Send ActorAI packets when an actor follows us, regardless of whether we're the cell
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authority or not; the server can decide if it wants to comply with them by forwarding
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them to the cell authority
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Send ActorAI packets when an actor becomes a follower, regardless of whether we're
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the cell authority or not; the server can decide if it wants to comply with them by
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forwarding them to the cell authority
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*/
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MWWorld::Ptr targetPtr = MWBase::Environment::get().getWorld()->searchPtr(actorID, true);
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@ -507,6 +507,45 @@ namespace MWScript
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MWWorld::Ptr target = MWBase::Environment::get().getWorld()->getPtr(targetID, true);
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MWBase::Environment::get().getMechanicsManager()->startCombat(actor, target);
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/*
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Start of tes3mp addition
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Send ActorAI packets when an actor starts combat, regardless of whether we're the
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cell authority or not; the server can decide if it wants to comply with them by
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forwarding them to the cell authority
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*/
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if (target)
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{
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mwmp::BaseActor baseActor;
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baseActor.refNum = actor.getCellRef().getRefNum().mIndex;
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baseActor.mpNum = actor.getCellRef().getMpNum();
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baseActor.aiAction = mwmp::BaseActorList::COMBAT;
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baseActor.aiTarget = MechanicsHelper::getTarget(target);
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LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Sending ID_ACTOR_AI about %s %i-%i to server",
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actor.getCellRef().getRefId().c_str(), baseActor.refNum, baseActor.mpNum);
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if (baseActor.aiTarget.isPlayer)
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{
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LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "- Starting combat with player %s",
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target.getClass().getName(target).c_str());
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}
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else
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{
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LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "- Starting combat with actor %s %i-%i",
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target.getCellRef().getRefId().c_str(), baseActor.aiTarget.refNum, baseActor.aiTarget.mpNum);
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}
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mwmp::ActorList *actorList = mwmp::Main::get().getNetworking()->getActorList();
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actorList->reset();
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actorList->cell = *actor.getCell()->getCell();
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actorList->addAiActor(baseActor);
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actorList->sendAiActors();
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}
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/*
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End of tes3mp addition
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*/
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}
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};
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