Commit Graph

13 Commits (report)

Author SHA1 Message Date
scrawl f3d4b63aaf Fix AI moving load doors and throw an exception when trying to do this (Fixes #1907) 10 years ago
scrawl 0077296c91 Take actor's speed into account in stuck check
The Winged Twilight's walking animation was so slow that it incorrectly detects being stuck.
11 years ago
scrawl a54ac579a5 Savegame: Store AiSequence 11 years ago
scrawl 039398c8ae Basic RefData and CellRef change tracking
Wrapped item charge handling in getItemHealth function
11 years ago
Thomas d2aada95b4 Fixed AiPursue by fixing underlying issue is Pathto() 11 years ago
Thomas cbcf0f6039 Changed AiEScort to use new PathTo function 11 years ago
Thomas 7cd4c93fa4 Changed getNearbyDoor to use MWWorld::Ptr 11 years ago
Thomas 58bf7624be Made code a bit more efficient 11 years ago
Thomas 203ef580cf Fixed moving activatable object being incorrectly activated. 11 years ago
Thomas 2db3c89a9e Ensures destination is far enough to care about getting stuck 11 years ago
Thomas cbfa282f8d Changed implementations of aifollow/pursue/activate slightly, added ability for NPCs to go through unlocked doors (They even try locked ones), and step back from opening doors (Although it still needs some work)
Notes - When the door hits them while it's about to finish closing they will try to walk through the door.
      - Considerably more works is needed in making the NPC work out troublesome areas where they get stuck
11 years ago
Thomas 2c74ea381e Moved pathfinding code to aiPackage, implemented it's use with aiFollow and aiPursue 11 years ago
Marc Zinnschlag 345eec1135 Issue #389: added AI package base class and AI packages management class 13 years ago