diff --git a/CHANGELOG.md b/CHANGELOG.md index 197ad2b7a..b344edcca 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -64,6 +64,7 @@ Bug #4972: Player is able to use quickkeys while disableplayerfighting is active Bug #4979: AiTravel maximum range depends on "actors processing range" setting Bug #4980: Drowning mechanics is applied for actors indifferently from distance to player + Bug #4984: "Friendly hits" feature should be used only for player's followers Feature #2229: Improve pathfinding AI Feature #3442: Default values for fallbacks from ini file Feature #3610: Option to invert X axis diff --git a/apps/openmw/mwmechanics/mechanicsmanagerimp.cpp b/apps/openmw/mwmechanics/mechanicsmanagerimp.cpp index 42a604118..bdc0dda88 100644 --- a/apps/openmw/mwmechanics/mechanicsmanagerimp.cpp +++ b/apps/openmw/mwmechanics/mechanicsmanagerimp.cpp @@ -1476,22 +1476,24 @@ namespace MWMechanics bool MechanicsManager::actorAttacked(const MWWorld::Ptr &target, const MWWorld::Ptr &attacker) { - if (target == getPlayer() || !attacker.getClass().isActor()) + const MWWorld::Ptr& player = getPlayer(); + if (target == player || !attacker.getClass().isActor()) return false; - std::set followersAttacker; - getActorsSidingWith(attacker, followersAttacker); - MWMechanics::CreatureStats& statsTarget = target.getClass().getCreatureStats(target); - - if (followersAttacker.find(target) != followersAttacker.end()) + if (attacker == player) { - statsTarget.friendlyHit(); - - if (statsTarget.getFriendlyHits() < 4) + std::set followersAttacker; + getActorsSidingWith(attacker, followersAttacker); + if (followersAttacker.find(target) != followersAttacker.end()) { - MWBase::Environment::get().getDialogueManager()->say(target, "hit"); - return false; + statsTarget.friendlyHit(); + + if (statsTarget.getFriendlyHits() < 4) + { + MWBase::Environment::get().getDialogueManager()->say(target, "hit"); + return false; + } } } @@ -1500,9 +1502,9 @@ namespace MWMechanics AiSequence& seq = statsTarget.getAiSequence(); - if (!attacker.isEmpty() && (attacker.getClass().getCreatureStats(attacker).getAiSequence().isInCombat(target) - || attacker == getPlayer()) - && !seq.isInCombat(attacker)) + if (!attacker.isEmpty() + && (attacker.getClass().getCreatureStats(attacker).getAiSequence().isInCombat(target) || attacker == player) + && !seq.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. @@ -1512,7 +1514,7 @@ namespace MWMechanics // he will attack the player only if we will force him (e.g. via StartCombat console command) bool peaceful = false; std::string script = target.getClass().getScript(target); - if (!script.empty() && target.getRefData().getLocals().hasVar(script, "onpchitme") && attacker == getPlayer()) + if (!script.empty() && target.getRefData().getLocals().hasVar(script, "onpchitme") && attacker == player) { int fight = std::max(0, target.getClass().getCreatureStats(target).getAiSetting(CreatureStats::AI_Fight).getModified()); peaceful = (fight == 0);