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Don't clamp final actor fight rating to 0 (bug #5105)
Fix werewolf aggro distance
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2 changed files with 3 additions and 2 deletions
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@ -115,6 +115,7 @@
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Bug #5092: NPCs with enchanted weapons play sound when out of charges
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Bug #5093: Hand to hand sound plays on knocked out enemies
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Bug #5099: Non-swimming enemies will enter water if player is water walking
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Bug #5105: NPCs start combat with werewolves from any distance
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Bug #5110: ModRegion with a redundant numerical argument breaks script execution
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Feature #1774: Handle AvoidNode
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Feature #2229: Improve pathfinding AI
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@ -1785,8 +1785,8 @@ namespace MWMechanics
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if (ptr.getClass().isNpc())
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disposition = getDerivedDisposition(ptr, true);
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int fight = std::max(0, ptr.getClass().getCreatureStats(ptr).getAiSetting(CreatureStats::AI_Fight).getModified()
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+ static_cast<int>(getFightDistanceBias(ptr, target) + getFightDispositionBias(static_cast<float>(disposition))));
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int fight = ptr.getClass().getCreatureStats(ptr).getAiSetting(CreatureStats::AI_Fight).getModified()
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+ static_cast<int>(getFightDistanceBias(ptr, target) + getFightDispositionBias(static_cast<float>(disposition)));
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if (ptr.getClass().isNpc() && target.getClass().isNpc())
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{
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