mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-02-01 20:45:33 +00:00
old bug + comment fix
This commit is contained in:
parent
08e8dab067
commit
698cbba6ef
2 changed files with 2 additions and 2 deletions
|
@ -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)
|
||||||
{
|
{
|
||||||
|
|
|
@ -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 ||
|
||||||
|
|
Loading…
Reference in a new issue