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Don't add combat AI to player

This commit is contained in:
scrawl 2014-07-28 15:40:52 +02:00
parent 3067082534
commit d69ed78ccd

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@ -675,6 +675,8 @@ namespace MWClass
// NOTE: 'object' and/or 'attacker' may be empty. // NOTE: 'object' and/or 'attacker' may be empty.
if (ptr != MWBase::Environment::get().getWorld()->getPlayerPtr())
{
// Attacking peaceful NPCs is a crime // Attacking peaceful NPCs is a crime
if (!attacker.isEmpty() && !ptr.getClass().getCreatureStats(ptr).isHostile() && if (!attacker.isEmpty() && !ptr.getClass().getCreatureStats(ptr).isHostile() &&
!MWBase::Environment::get().getMechanicsManager()->isAggressive(ptr, attacker)) !MWBase::Environment::get().getMechanicsManager()->isAggressive(ptr, attacker))
@ -687,6 +689,7 @@ namespace MWClass
// Note: accidental or collateral damage attacks are ignored. // Note: accidental or collateral damage attacks are ignored.
MWBase::Environment::get().getMechanicsManager()->startCombat(ptr, attacker); MWBase::Environment::get().getMechanicsManager()->startCombat(ptr, attacker);
} }
}
bool wasDead = getCreatureStats(ptr).isDead(); bool wasDead = getCreatureStats(ptr).isDead();