Don't add combat AI to player

deque
scrawl 11 years ago
parent 3067082534
commit d69ed78ccd

@ -675,17 +675,20 @@ namespace MWClass
// NOTE: 'object' and/or 'attacker' may be empty.
// Attacking peaceful NPCs is a crime
if (!attacker.isEmpty() && !ptr.getClass().getCreatureStats(ptr).isHostile() &&
!MWBase::Environment::get().getMechanicsManager()->isAggressive(ptr, attacker))
MWBase::Environment::get().getMechanicsManager()->commitCrime(attacker, ptr, MWBase::MechanicsManager::OT_Assault);
if (!attacker.isEmpty() && attacker.getClass().getCreatureStats(attacker).getAiSequence().isInCombat(ptr)
&& !ptr.getClass().getCreatureStats(ptr).getAiSequence().isInCombat(attacker))
if (ptr != MWBase::Environment::get().getWorld()->getPlayerPtr())
{
// Attacker is in combat with us, but we are not in combat with the attacker yet. Time to fight back.
// Note: accidental or collateral damage attacks are ignored.
MWBase::Environment::get().getMechanicsManager()->startCombat(ptr, attacker);
// Attacking peaceful NPCs is a crime
if (!attacker.isEmpty() && !ptr.getClass().getCreatureStats(ptr).isHostile() &&
!MWBase::Environment::get().getMechanicsManager()->isAggressive(ptr, attacker))
MWBase::Environment::get().getMechanicsManager()->commitCrime(attacker, ptr, MWBase::MechanicsManager::OT_Assault);
if (!attacker.isEmpty() && attacker.getClass().getCreatureStats(attacker).getAiSequence().isInCombat(ptr)
&& !ptr.getClass().getCreatureStats(ptr).getAiSequence().isInCombat(attacker))
{
// Attacker is in combat with us, but we are not in combat with the attacker yet. Time to fight back.
// Note: accidental or collateral damage attacks are ignored.
MWBase::Environment::get().getMechanicsManager()->startCombat(ptr, attacker);
}
}
bool wasDead = getCreatureStats(ptr).isDead();

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