Merge pull request #2431 from Capostrophic/shield

Make unarmed creature attacks affect shield condition again (bug #5069)
pull/541/head
Andrei Kortunov 6 years ago committed by GitHub
commit 9e3d1a0e4e
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GPG Key ID: 4AEE18F83AFDEB23

@ -103,6 +103,7 @@
Bug #5050: Invalid spell effects are not handled gracefully
Bug #5056: Calling Cast function on player doesn't equip the spell but casts it
Bug #5060: Magic effect visuals stop when death animation begins instead of when it ends
Bug #5069: Blocking creatures' attacks doesn't degrade shields
Feature #1774: Handle AvoidNode
Feature #2229: Improve pathfinding AI
Feature #3025: Analogue gamepad movement controls

@ -114,8 +114,6 @@ namespace MWMechanics
x = std::min(iBlockMaxChance, std::max(iBlockMinChance, x));
if (Misc::Rng::roll0to99() < x)
{
if (!(weapon.isEmpty() && !attacker.getClass().isNpc())) // Unarmed creature attacks don't affect armor condition
{
// Reduce shield durability by incoming damage
int shieldhealth = shield->getClass().getItemHealth(*shield);
@ -124,7 +122,6 @@ namespace MWMechanics
shield->getCellRef().setCharge(shieldhealth);
if (shieldhealth == 0)
inv.unequipItem(*shield, blocker);
}
// Reduce blocker fatigue
const float fFatigueBlockBase = gmst.find("fFatigueBlockBase")->mValue.getFloat();
const float fFatigueBlockMult = gmst.find("fFatigueBlockMult")->mValue.getFloat();

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