1
0
Fork 1
mirror of https://github.com/TES3MP/openmw-tes3mp.git synced 2025-01-19 23:53:52 +00:00

Merge pull request #62 from OpenMW/master

Add OpenMW commits up to 20 Sep
This commit is contained in:
David Cernat 2016-09-21 06:05:24 +03:00 committed by GitHub
commit f515111845
2 changed files with 3 additions and 1 deletions

View file

@ -229,7 +229,7 @@ namespace MWMechanics
osg::Vec3f vAimDir = MWBase::Environment::get().getWorld()->aimToTarget(actor, target); osg::Vec3f vAimDir = MWBase::Environment::get().getWorld()->aimToTarget(actor, target);
float distToTarget = MWBase::Environment::get().getWorld()->getHitDistance(actor, target); float distToTarget = MWBase::Environment::get().getWorld()->getHitDistance(actor, target);
storage.mReadyToAttack = (distToTarget <= rangeAttack); storage.mReadyToAttack = (currentAction->isAttackingOrSpell() && distToTarget <= rangeAttack);
// can't fight if attacker can't go where target is. E.g. A fish can't attack person on land. // can't fight if attacker can't go where target is. E.g. A fish can't attack person on land.
if (distToTarget > rangeAttack if (distToTarget > rangeAttack

View file

@ -19,6 +19,7 @@ namespace MWMechanics
virtual float getCombatRange (bool& isRanged) const = 0; virtual float getCombatRange (bool& isRanged) const = 0;
virtual float getActionCooldown() { return 0.f; } virtual float getActionCooldown() { return 0.f; }
virtual const ESM::Weapon* getWeapon() const { return NULL; }; virtual const ESM::Weapon* getWeapon() const { return NULL; };
virtual bool isAttackingOrSpell() const { return true; }
}; };
class ActionSpell : public Action class ActionSpell : public Action
@ -53,6 +54,7 @@ namespace MWMechanics
/// Drinks the given potion. /// Drinks the given potion.
virtual void prepare(const MWWorld::Ptr& actor); virtual void prepare(const MWWorld::Ptr& actor);
virtual float getCombatRange (bool& isRanged) const; virtual float getCombatRange (bool& isRanged) const;
virtual bool isAttackingOrSpell() const { return false; }
/// Since this action has no animation, apply a small cool down for using it /// Since this action has no animation, apply a small cool down for using it
virtual float getActionCooldown() { return 1.f; } virtual float getActionCooldown() { return 1.f; }