changed variable name to be more descriptive

pull/335/head^2
rexelion 7 years ago
parent 69a56eaea3
commit f0649849b8

@ -503,8 +503,8 @@ namespace MWMechanics
targetWeapon = *weaponSlot; targetWeapon = *weaponSlot;
} }
bool isRangedCombat = false; bool targetUsesRanged = false;
float rangeAttackOfTarget = ActionWeapon(targetWeapon).getCombatRange(isRangedCombat); float rangeAttackOfTarget = ActionWeapon(targetWeapon).getCombatRange(targetUsesRanged);
if (mMovement.mPosition[0] || mMovement.mPosition[1]) if (mMovement.mPosition[0] || mMovement.mPosition[1])
{ {
@ -524,16 +524,17 @@ namespace MWMechanics
} }
} }
// Below behavior for backing up during ranged combat differs from vanilla. // Backing up behaviour
// Vanilla is observed as backing up only as far as fCombatDistance or // Actor backs up slightly further away than opponent's weapon range
// opponent's weapon range, or not backing up if opponent is also using a ranged weapon // (in vanilla - only as far as oponent's weapon range),
// or not at all if opponent is using a ranged weapon
if (isDistantCombat) if (isDistantCombat)
{ {
// actor should not back up into water // actor should not back up into water
if (MWBase::Environment::get().getWorld()->isUnderwater(MWWorld::ConstPtr(actor), 0.5f)) if (MWBase::Environment::get().getWorld()->isUnderwater(MWWorld::ConstPtr(actor), 0.5f))
return; return;
if (!isRangedCombat && distToTarget <= rangeAttackOfTarget*1.5) // Don't back up if the target is wielding ranged weapon if (!targetUsesRanged && distToTarget <= rangeAttackOfTarget*1.5) // Don't back up if the target is wielding ranged weapon
mMovement.mPosition[1] = -1; mMovement.mPosition[1] = -1;
} }
} }

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