Make unconscious actors do not speak and do not track targets

pull/303/head
Andrei Kortunov 7 years ago
parent 3ebb18ce18
commit f26206b630

@ -567,6 +567,12 @@ namespace MWDialogue
return; return;
} }
if (actor.getClass().getCreatureStats(actor).getKnockedDown())
{
// Unconscious actors can not speak
return;
}
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore(); const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
const ESM::Dialogue *dial = store.get<ESM::Dialogue>().find(topic); const ESM::Dialogue *dial = store.get<ESM::Dialogue>().find(topic);

@ -1232,13 +1232,17 @@ namespace MWMechanics
float sqrHeadTrackDistance = std::numeric_limits<float>::max(); float sqrHeadTrackDistance = std::numeric_limits<float>::max();
MWWorld::Ptr headTrackTarget; MWWorld::Ptr headTrackTarget;
for(PtrActorMap::iterator it(mActors.begin()); it != mActors.end(); ++it) // Unconsious actor can not track target
if (!iter->first.getClass().getCreatureStats(iter->first).getKnockedDown())
{ {
if (it->first == iter->first) for(PtrActorMap::iterator it(mActors.begin()); it != mActors.end(); ++it)
continue; {
updateHeadTracking(iter->first, it->first, headTrackTarget, sqrHeadTrackDistance); if (it->first == iter->first)
continue;
updateHeadTracking(iter->first, it->first, headTrackTarget, sqrHeadTrackDistance);
}
iter->second->getCharacterController()->setHeadTrackTarget(headTrackTarget);
} }
iter->second->getCharacterController()->setHeadTrackTarget(headTrackTarget);
} }
if (iter->first.getClass().isNpc() && iter->first != player) if (iter->first.getClass().isNpc() && iter->first != player)

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