mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-16 20:19:57 +00:00
Make unarmed creature attacks affect shield condition again (bug #5069)
This commit is contained in:
parent
f984f61055
commit
df89c6b6ce
2 changed files with 7 additions and 9 deletions
|
@ -103,6 +103,7 @@
|
|||
Bug #5050: Invalid spell effects are not handled gracefully
|
||||
Bug #5056: Calling Cast function on player doesn't equip the spell but casts it
|
||||
Bug #5060: Magic effect visuals stop when death animation begins instead of when it ends
|
||||
Bug #5069: Blocking creatures' attacks doesn't degrade shields
|
||||
Feature #1774: Handle AvoidNode
|
||||
Feature #2229: Improve pathfinding AI
|
||||
Feature #3025: Analogue gamepad movement controls
|
||||
|
|
|
@ -114,8 +114,6 @@ namespace MWMechanics
|
|||
x = std::min(iBlockMaxChance, std::max(iBlockMinChance, x));
|
||||
|
||||
if (Misc::Rng::roll0to99() < x)
|
||||
{
|
||||
if (!(weapon.isEmpty() && !attacker.getClass().isNpc())) // Unarmed creature attacks don't affect armor condition
|
||||
{
|
||||
// Reduce shield durability by incoming damage
|
||||
int shieldhealth = shield->getClass().getItemHealth(*shield);
|
||||
|
@ -124,7 +122,6 @@ namespace MWMechanics
|
|||
shield->getCellRef().setCharge(shieldhealth);
|
||||
if (shieldhealth == 0)
|
||||
inv.unequipItem(*shield, blocker);
|
||||
}
|
||||
// Reduce blocker fatigue
|
||||
const float fFatigueBlockBase = gmst.find("fFatigueBlockBase")->mValue.getFloat();
|
||||
const float fFatigueBlockMult = gmst.find("fFatigueBlockMult")->mValue.getFloat();
|
||||
|
|
Loading…
Reference in a new issue