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fix for everybody

This commit is contained in:
mrcheko 2014-01-17 20:01:15 +02:00
parent 5357f569e6
commit 7df8273d71

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@ -358,7 +358,7 @@ namespace MWMechanics
return new AiCombat(*this); return new AiCombat(*this);
} }
void MWMechanics::determineAttackType(const MWWorld::Ptr& actor, MWMechanics::Movement &movement) void determineAttackType(const MWWorld::Ptr& actor, MWMechanics::Movement &movement)
{ {
if (movement.mPosition[0] && !movement.mPosition[1]) //sideway if (movement.mPosition[0] && !movement.mPosition[1]) //sideway
actor.getClass().getCreatureStats(actor).setAttackType(MWMechanics::CreatureStats::AT_Slash); actor.getClass().getCreatureStats(actor).setAttackType(MWMechanics::CreatureStats::AT_Slash);
@ -368,7 +368,7 @@ namespace MWMechanics
actor.getClass().getCreatureStats(actor).setAttackType(MWMechanics::CreatureStats::AT_Chop); actor.getClass().getCreatureStats(actor).setAttackType(MWMechanics::CreatureStats::AT_Chop);
} }
void MWMechanics::chooseBestAttack(const ESM::Weapon* weapon, MWMechanics::Movement &movement) void chooseBestAttack(const ESM::Weapon* weapon, MWMechanics::Movement &movement)
{ {
//the more damage attackType deals the more probability it has //the more damage attackType deals the more probability it has