Fixed: creatures won't witness crimes

and potential crash.
actorid
Jeffrey Haines 11 years ago
parent 0409e18a0e
commit 7599b26d30

@ -843,7 +843,8 @@ namespace MWMechanics
// Find an actor who witnessed the crime // Find an actor who witnessed the crime
for (std::vector<MWWorld::Ptr>::iterator it = neighbors.begin(); it != neighbors.end(); ++it) for (std::vector<MWWorld::Ptr>::iterator it = neighbors.begin(); it != neighbors.end(); ++it)
{ {
if (*it == ptr) continue; // not the player if ( *it == ptr
&& it->getClass().isNpc()) continue; // not the player and is an NPC
// Was the crime seen? // Was the crime seen?
if ( ( MWBase::Environment::get().getWorld()->getLOS(ptr, *it) && awarenessCheck(ptr, *it) ) || if ( ( MWBase::Environment::get().getWorld()->getLOS(ptr, *it) && awarenessCheck(ptr, *it) ) ||
@ -859,7 +860,8 @@ namespace MWMechanics
// Tell everyone, including yourself // Tell everyone, including yourself
for (std::vector<MWWorld::Ptr>::iterator it1 = neighbors.begin(); it1 != neighbors.end(); ++it1) for (std::vector<MWWorld::Ptr>::iterator it1 = neighbors.begin(); it1 != neighbors.end(); ++it1)
{ {
if (*it1 == ptr) continue; // not the player if ( *it == ptr
&& it->getClass().isNpc()) continue; // not the player and is an NPC
// TODO: Add more messages // TODO: Add more messages
if (type == OT_Theft) if (type == OT_Theft)

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