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Don't equip weapons in autoEquip, AiCombat does that now (Fixes #1451)
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1 changed files with 4 additions and 5 deletions
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@ -198,11 +198,6 @@ void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor)
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continue;
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continue;
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}
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}
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// Don't auto-equip probes or lockpicks. NPCs can't use them (yet). And AiCombat would attempt to "attack" with them.
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// NOTE: In the future AiCombat should handle equipping appropriate weapons
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if (test.getTypeName() == typeid(ESM::Lockpick).name() || test.getTypeName() == typeid(ESM::Probe).name())
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continue;
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// Only autoEquip if we are the original owner of the item.
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// Only autoEquip if we are the original owner of the item.
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// This stops merchants from auto equipping anything you sell to them.
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// This stops merchants from auto equipping anything you sell to them.
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// ...unless this is a companion, he should always equip items given to him.
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// ...unless this is a companion, he should always equip items given to him.
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@ -219,6 +214,10 @@ void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor)
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for (std::vector<int>::const_iterator iter2 (itemsSlots.first.begin());
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for (std::vector<int>::const_iterator iter2 (itemsSlots.first.begin());
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iter2!=itemsSlots.first.end(); ++iter2)
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iter2!=itemsSlots.first.end(); ++iter2)
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{
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{
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if (*iter2 == Slot_CarriedRight) // Items in right hand are situational use, so don't equip them.
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// Equipping weapons is handled by AiCombat. Anything else (lockpicks, probes) can't be used by NPCs anyway (yet)
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continue;
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bool use = false;
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bool use = false;
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if (slots_.at (*iter2)==end())
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if (slots_.at (*iter2)==end())
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