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Make NPCs react to being attacked by other actors (Fixes #1588)
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1 changed files with 8 additions and 0 deletions
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@ -680,6 +680,14 @@ namespace MWClass
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!MWBase::Environment::get().getMechanicsManager()->isAggressive(ptr, attacker))
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!MWBase::Environment::get().getMechanicsManager()->isAggressive(ptr, attacker))
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MWBase::Environment::get().getMechanicsManager()->commitCrime(attacker, ptr, MWBase::MechanicsManager::OT_Assault);
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MWBase::Environment::get().getMechanicsManager()->commitCrime(attacker, ptr, MWBase::MechanicsManager::OT_Assault);
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if (!attacker.isEmpty() && attacker.getClass().getCreatureStats(attacker).getAiSequence().isInCombat(ptr)
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&& !ptr.getClass().getCreatureStats(ptr).getAiSequence().isInCombat(attacker))
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{
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// Attacker is in combat with us, but we are not in combat with the attacker yet. Time to fight back.
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// Note: accidental or collateral damage attacks are ignored.
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MWBase::Environment::get().getMechanicsManager()->startCombat(ptr, attacker);
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}
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bool wasDead = getCreatureStats(ptr).isDead();
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bool wasDead = getCreatureStats(ptr).isDead();
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getCreatureStats(ptr).setAttacked(true);
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getCreatureStats(ptr).setAttacked(true);
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