Emanuel Guevel
dcfff79460
Regenerate fatigue over time
11 years ago
Marc Zinnschlag
458c752425
Merge remote-tracking branch 'mckibbenta/tgm'
11 years ago
Emanuel Guevel
2abe5c1c9a
Acrobatics: do not apply fall damages when slowfalling spell effect is active
...
If spell effect ends up in mid-air, calculate fall height from then.
11 years ago
Emanuel Guevel
6e09a5fb4a
Acrobatics: reinit fall height at current height rather than zero
...
To prevent problems.
11 years ago
Emanuel Guevel
2b992ef3b5
Acrobatics: use calculated fatigueTerm
11 years ago
Emanuel Guevel
4c151e59a2
Acrobatics: do not touch modified stats
11 years ago
Emanuel Guevel
4860514865
Acrobatics: cosmetic changes
11 years ago
mckibbenta
857deb3723
Merge branch 'master' into tgm
11 years ago
mckibbenta
073f64c8bb
stop weapon condition degredation (for the player) with tgm on
11 years ago
Emanuel Guevel
b8c60dabb3
Reintroduce Acrobatics changes made by Glorf
...
Advance Acrobatics skill on jump and on landing,
apply fall damage on landing.
11 years ago
Marc Zinnschlag
94bb97e766
replacing tabs with spaces
11 years ago
Marc Zinnschlag
96b181bb54
Merge remote-tracking branch 'xethik/master'
11 years ago
Xethik
094e4d93b7
Generally speaking, you should never compare iterators from two different compilers
...
http://stackoverflow.com/questions/4657513/comparing-iterators-from-different-containers
It seems like this was just an overlook that happened to work on most systems. I was not able to thoroughly test this change, but it fixed an issue I was having in VC10.
It's possible the prev.end() was a copy paste error that was meant to be new.end() anyways.
11 years ago
mckibbenta
6bb6ba6372
added god mode comment
11 years ago
mckibbenta
89b7d6121d
Initial toggleGodMod/tgm instruction. Currently only affects player health.
11 years ago
mckibbenta
e545f49807
Merge branch 'master' of https://github.com/zinnschlag/openmw into tgm
12 years ago
Chris Robinson
82a09a988b
Minor pathfinding cleanup
12 years ago
Chris Robinson
9499ac4fd5
Increase the distance for reaching a path node
12 years ago
Chris Robinson
f9dbce685a
Avoid killing AIWander and AITravel when far away
...
This fixes the problem of certain NPCs not wandering because they
happened to spawn near a cell border away from the player, which
immediately "completed" the wander package.
AIWander can't cause NPCs to cross cell boundaries, so there's no risk
of them walking into an unloaded to. AITravel will now simply stop
moving, and resume later when the cell is loaded.
12 years ago
mckibbenta
f65172bdca
Merge branch 'master' of https://github.com/zinnschlag/openmw into tgm
12 years ago
mckibbenta
eef9df504a
fiddlings
12 years ago
Chris Robinson
84d259ab8e
Avoid reconstructing strings for updating the dynamic stats
...
Attributes still do this, but they change infrequently enough that it doesn't
matter.
12 years ago
Chris Robinson
92082dae66
Modify the current magicka and fatigue when the base changes
12 years ago
Chris Robinson
305b5fec0f
Avoid needlessly copying the MagicEffects
12 years ago
Chris Robinson
281fdbd81b
Cleanup some redundancy
12 years ago
Chris Robinson
33c173a23a
Update the watched Ptr when changing it
12 years ago
Chris Robinson
39af9a13fa
Remove some unused functions
12 years ago
Chris Robinson
189541aa72
Apply drowning damage based on the update duration
...
1 damage every 0.33 seconds is 3 damage a second. Applying it this way avoid
having to track another stat.
12 years ago
Chris Robinson
cf6e3ab933
Fix a potential divide-by-zero
12 years ago
Chris Robinson
2ec39f3622
Don't start the jump animation until after the actor is airborn
...
A bit counter-intuitive, but otherwise certain jump animations will improperly
add an offset to the initial inertia.
12 years ago
Chris Robinson
ac3d3df9fc
Implement jumping animations
12 years ago
Chris Robinson
6e9f15793d
Implement a jumping state
12 years ago
Chris Robinson
b0f8045c72
Improve mid-air control
12 years ago
Chris Robinson
9d56e2d86d
Apply movement by queueing it to do later
12 years ago
Chris Robinson
2353ac1739
Properly implement SetWerewolfAcrobatics
12 years ago
Chris Robinson
6fd4cdb5fb
Play randomized werewolf sounds
12 years ago
Chris Robinson
180f0d0fe9
Restart from the loop point if replaying the same animation
12 years ago
Chris Robinson
5968165de0
Merge remote-tracking branch 'zini/master' into werewolf
...
Conflicts:
apps/openmw/mwgui/windowmanagerimp.cpp
12 years ago
Chris Robinson
a28c36de17
Don't count as running if not actually moving along (local) X/Y
12 years ago
Chris Robinson
c2d8eb377f
Play some appropriate sounds in werewolf form
12 years ago
Chris Robinson
ae183cb3e4
Handle werewolf stats
12 years ago
Chris Robinson
46bc7bd9c8
Some cleanup since NpcStats is now also CreatureStats
...
This isn't a thorough cleaning, so keep an eye out for more
12 years ago
Chris Robinson
75b6515915
Inherit NpcStats from CreatureStats
12 years ago
PLkolek
86020ad94d
Added underwater and drowning sounds.
12 years ago
Chris Robinson
2bac4566c0
Merge remote-tracking branch 'PotatoesMaster/werewolf' into werewolf
...
Conflicts:
apps/openmw/mwmechanics/actors.cpp
apps/openmw/mwscript/statsextensions.cpp
12 years ago
PLkolek
8f4506f5b6
Implemented drowning.
...
Currently no visual effects on losing health, the breathing sound doesn't change (we don't have one),
the breath bar doesn't turn red when no breath left and it doesn't pulse from black to red.
12 years ago
Emanuel Guevel
48d2554ac3
Auto-equip when items are added to the inventory
...
We limit that to armor pieces and clothing items.
No auto-equiping for the player nor werewolves.
12 years ago
Emanuel Guevel
e0d0cdd18a
Do not auto-equip items continuously
...
This was called every couple of frames.
12 years ago
Chris Robinson
8f69c51b24
Avoid some unnecessary references
12 years ago
Chris Robinson
eab4e09566
Handle the pick/probe in the character controller
12 years ago