diff --git a/apps/openmw/mwmechanics/character.cpp b/apps/openmw/mwmechanics/character.cpp index a54f2365d..252271d32 100644 --- a/apps/openmw/mwmechanics/character.cpp +++ b/apps/openmw/mwmechanics/character.cpp @@ -764,6 +764,7 @@ bool CharacterController::updateWeaponState() //commenting out following 2 lines will give a bit different combat dynamics(slower) mHitState = CharState_None; mCurrentHit.clear(); + mPtr.getClass().getCreatureStats(mPtr).setHitRecovery(false); } } else if(mUpperBodyState == UpperCharState_UnEquipingWeap) diff --git a/apps/openmw/mwmechanics/creaturestats.cpp b/apps/openmw/mwmechanics/creaturestats.cpp index 30db59311..943c13a18 100644 --- a/apps/openmw/mwmechanics/creaturestats.cpp +++ b/apps/openmw/mwmechanics/creaturestats.cpp @@ -209,7 +209,10 @@ namespace MWMechanics mDynamic[index] = value; if (index == 2 && value.getCurrent() < 0) + { setKnockedDown(true); + mDynamic[2].setCurrent(0); + } if (index==0 && mDynamic[index].getCurrent()<1) {