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Fix(Client): Correctly play combat music (#29)

* Fix(Client): Correctly play combat music

* Cleanup(actors.cpp): Reformat conditionals
This commit is contained in:
Dave Corley 2023-10-08 13:32:16 -05:00 committed by Dave Corley
parent ecb053863b
commit cc78be5982

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@ -1860,24 +1860,19 @@ namespace MWMechanics
MWWorld::Ptr player = getPlayer();
const osg::Vec3f playerPos = player.getRefData().getPosition().asVec3();
bool hasHostiles = false; // need to know this to play Battle music
bool aiActive = MWBase::Environment::get().getMechanicsManager()->isAIActive();
if (aiActive)
for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter)
{
for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter)
{
if (iter->first == player) continue;
if (iter->first == player) continue;
bool inProcessingRange = (playerPos - iter->first.getRefData().getPosition().asVec3()).length2() <= mActorsProcessingRange*mActorsProcessingRange;
if (inProcessingRange)
{
MWMechanics::CreatureStats& stats = iter->first.getClass().getCreatureStats(iter->first);
if (!stats.isDead() && stats.getAiSequence().isInCombat())
{
hasHostiles = true;
break;
}
}
bool inProcessingRange = (playerPos - iter->first.getRefData().getPosition().asVec3()).length2() <= mActorsProcessingRange*mActorsProcessingRange;
if (!inProcessingRange) continue;
MWMechanics::CreatureStats& stats = iter->first.getClass().getCreatureStats(iter->first);
if (!stats.isDead() && stats.getAiSequence().isInCombat())
{
hasHostiles = true;
break;
}
}