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old bug + comment fix

This commit is contained in:
mrcheko 2014-06-09 23:02:06 +04:00
parent 08e8dab067
commit 698cbba6ef
2 changed files with 2 additions and 2 deletions

View file

@ -928,7 +928,7 @@ namespace MWMechanics
if (timerUpdateAITargets == 0 && iter->first.getTypeName() == typeid(ESM::Creature).name() && !listGuards.empty()) if (timerUpdateAITargets == 0 && iter->first.getTypeName() == typeid(ESM::Creature).name() && !listGuards.empty())
{ {
sBasePoint = Ogre::Vector3(iter->first.getRefData().getPosition().pos); sBasePoint = Ogre::Vector3(iter->first.getRefData().getPosition().pos);
listGuards.sort(comparePtrDist); // try to engage combat starting from the nearest creature listGuards.sort(comparePtrDist); // try to engage combat starting from the nearest guard
for (std::list<MWWorld::Ptr>::iterator it = listGuards.begin(); it != listGuards.end(); ++it) for (std::list<MWWorld::Ptr>::iterator it = listGuards.begin(); it != listGuards.end(); ++it)
{ {

View file

@ -975,7 +975,7 @@ bool CharacterController::updateWeaponState()
} }
//if playing combat animation and lowerbody is not busy switch to whole body animation //if playing combat animation and lowerbody is not busy switch to whole body animation
if((weaptype != WeapType_None || UpperCharState_UnEquipingWeap) && animPlaying) if((weaptype != WeapType_None || mUpperBodyState == UpperCharState_UnEquipingWeap) && animPlaying)
{ {
if( mMovementState != CharState_None || if( mMovementState != CharState_None ||
mJumpState != JumpState_None || mJumpState != JumpState_None ||