1
0
Fork 1
mirror of https://github.com/TES3MP/openmw-tes3mp.git synced 2025-01-29 22:15:32 +00:00

Don't equip weapons in autoEquip, AiCombat does that now (Fixes #1451)

This commit is contained in:
scrawl 2014-08-28 00:59:54 +02:00
parent 0fe9612afb
commit f1d72419de

View file

@ -198,11 +198,6 @@ void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor)
continue;
}
// Don't auto-equip probes or lockpicks. NPCs can't use them (yet). And AiCombat would attempt to "attack" with them.
// NOTE: In the future AiCombat should handle equipping appropriate weapons
if (test.getTypeName() == typeid(ESM::Lockpick).name() || test.getTypeName() == typeid(ESM::Probe).name())
continue;
// Only autoEquip if we are the original owner of the item.
// This stops merchants from auto equipping anything you sell to them.
// ...unless this is a companion, he should always equip items given to him.
@ -219,6 +214,10 @@ void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor)
for (std::vector<int>::const_iterator iter2 (itemsSlots.first.begin());
iter2!=itemsSlots.first.end(); ++iter2)
{
if (*iter2 == Slot_CarriedRight) // Items in right hand are situational use, so don't equip them.
// Equipping weapons is handled by AiCombat. Anything else (lockpicks, probes) can't be used by NPCs anyway (yet)
continue;
bool use = false;
if (slots_.at (*iter2)==end())