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Vanilla-friendly ranged crits (bug #5067)

This commit is contained in:
capostrophic 2019-07-31 13:54:27 +03:00
parent cad4ba0423
commit e2496af5c5
2 changed files with 10 additions and 14 deletions

View file

@ -108,6 +108,7 @@
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 #5063: Shape named "Tri Shadow" in creature mesh is visible if it isn't hidden
Bug #5067: Ranged attacks on unaware opponents ("critical hits") differ from the vanilla engine
Bug #5069: Blocking creatures' attacks doesn't degrade shields
Bug #5074: Paralyzed actors greet the player
Bug #5075: Enchanting cast style can be changed if there's no object

View file

@ -229,23 +229,18 @@ namespace MWMechanics
applyWerewolfDamageMult(victim, projectile, damage);
if (attacker == getPlayer())
{
attacker.getClass().skillUsageSucceeded(attacker, weaponSkill, 0);
const MWMechanics::AiSequence& sequence = victim.getClass().getCreatureStats(victim).getAiSequence();
bool unaware = !sequence.isInCombat()
&& !MWBase::Environment::get().getMechanicsManager()->awarenessCheck(attacker, victim);
if (unaware)
{
damage *= gmst.find("fCombatCriticalStrikeMult")->mValue.getFloat();
MWBase::Environment::get().getWindowManager()->messageBox("#{sTargetCriticalStrike}");
MWBase::Environment::get().getSoundManager()->playSound3D(victim, "critical damage", 1.0f, 1.0f);
}
}
if (victim.getClass().getCreatureStats(victim).getKnockedDown())
const MWMechanics::AiSequence& sequence = victim.getClass().getCreatureStats(victim).getAiSequence();
bool unaware = attacker == getPlayer() && !sequence.isInCombat()
&& !MWBase::Environment::get().getMechanicsManager()->awarenessCheck(attacker, victim);
bool knockedDown = victim.getClass().getCreatureStats(victim).getKnockedDown();
if (knockedDown || unaware)
{
damage *= gmst.find("fCombatKODamageMult")->mValue.getFloat();
if (!knockedDown)
MWBase::Environment::get().getSoundManager()->playSound3D(victim, "critical damage", 1.0f, 1.0f);
}
}
reduceWeaponCondition(damage, validVictim, weapon, attacker);