From 8ad2b95208573b69a8dc31adb0defedec19ac939 Mon Sep 17 00:00:00 2001 From: scrawl Date: Thu, 25 Sep 2014 17:56:46 +0200 Subject: [PATCH] Revert "AiFollow: return from execute() if target is not player" This reverts commit 061c7813f6362b8ed16d6c79c016e6d5be18fdef. Fixes #1898. --- apps/openmw/mwmechanics/aifollow.cpp | 5 ----- 1 file changed, 5 deletions(-) diff --git a/apps/openmw/mwmechanics/aifollow.cpp b/apps/openmw/mwmechanics/aifollow.cpp index a10f97e78..abde80c71 100644 --- a/apps/openmw/mwmechanics/aifollow.cpp +++ b/apps/openmw/mwmechanics/aifollow.cpp @@ -50,11 +50,6 @@ bool MWMechanics::AiFollow::execute (const MWWorld::Ptr& actor,float duration) ) return true; //Target doesn't exist - // Only the player can be actively followed. AiFollow packages with targets other than the player - // are only used for defining combat alliances, since NPCs will defend whoever they are following or being followed by. - if (target != MWBase::Environment::get().getWorld()->getPlayerPtr()) - return false; - actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing); ESM::Position pos = actor.getRefData().getPosition(); //position of the actor