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Do not unequip two-handed weapon when equipping torch
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2 changed files with 1 additions and 24 deletions
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@ -233,24 +233,6 @@ namespace MWClass
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if (!(ref->mBase->mData.mFlags & ESM::Light::Carry))
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return std::make_pair(0,"");
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const MWWorld::InventoryStore& invStore = npc.getClass().getInventoryStore(npc);
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MWWorld::ConstContainerStoreIterator weapon = invStore.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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if(weapon == invStore.end())
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return std::make_pair(1,"");
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/// \todo the 2h check is repeated many times; put it in a function
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if(weapon->getTypeName() == typeid(ESM::Weapon).name() &&
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(weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::LongBladeTwoHand ||
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weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::BluntTwoClose ||
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weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::BluntTwoWide ||
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weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::SpearTwoWide ||
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weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::AxeTwoHand ||
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weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::MarksmanBow ||
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weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::MarksmanCrossbow))
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{
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return std::make_pair(3,"");
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}
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return std::make_pair(1,"");
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}
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@ -931,16 +931,11 @@ namespace MWMechanics
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// For non-hostile NPCs, unequip whatever is in the left slot in favor of a light.
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if (heldIter != inventoryStore.end() && heldIter->getTypeName() != typeid(ESM::Light).name())
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inventoryStore.unequipItem(*heldIter, ptr);
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// Also unequip twohanded weapons which conflict with anything in CarriedLeft
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if (torch->getClass().canBeEquipped(*torch, ptr).first == 3)
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inventoryStore.unequipSlot(MWWorld::InventoryStore::Slot_CarriedRight, ptr);
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}
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heldIter = inventoryStore.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
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// If we have a torch and can equip it (left slot free, no
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// twohanded weapon in right slot), then equip it now.
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// If we have a torch and can equip it, then equip it now.
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if (heldIter == inventoryStore.end()
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&& torch->getClass().canBeEquipped(*torch, ptr).first == 1)
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{
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