Merge pull request #2831 from Capostrophic/pursue

Allow guards to pursue an invisible player (bug #4774)
pull/578/head
Bret Curtis 5 years ago committed by GitHub
commit b7c33dbe0a
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GPG Key ID: 4AEE18F83AFDEB23

@ -4,6 +4,7 @@
Bug #1952: Incorrect particle lighting
Bug #2311: Targeted scripts are not properly supported on non-unique RefIDs
Bug #3676: NiParticleColorModifier isn't applied properly
Bug #4774: Guards are ignorant of an invisible player that tries to attack them
Bug #5358: ForceGreeting always resets the dialogue window completely
Bug #5363: Enchantment autocalc not always 0/1
Bug #5364: Script fails/stops if trying to startscript an unknown script

@ -3,6 +3,7 @@
#include <components/esm/aisequence.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/world.hpp"
@ -42,8 +43,9 @@ bool AiPursue::execute (const MWWorld::Ptr& actor, CharacterController& characte
if (target == MWWorld::Ptr() || !target.getRefData().getCount() || !target.getRefData().isEnabled())
return true;
if (isTargetMagicallyHidden(target))
return true;
if (!MWBase::Environment::get().getWorld()->getLOS(target, actor)
|| !MWBase::Environment::get().getMechanicsManager()->awarenessCheck(target, actor))
return false;
if (target.getClass().getCreatureStats(target).isDead())
return true;

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