Commit Graph

2584 Commits (6d43c8d63df27162e76aed2b16e8da82baf24d0a)

Author SHA1 Message Date
David Cernat c984fc0881 [Client] Allow AiActivate to be used with specific Ptrs, not just refIds 7 years ago
David Cernat b86155dc11 [Client] Allow AiFollow package to have infinite distance when desired 7 years ago
David Cernat 5043fb4246 [Client] Disable clientside disarming of traps 7 years ago
David Cernat f3892d697b [Client] Disable clientside locking and unlocking of objects 7 years ago
David Cernat e3e1cfc549 [Client] Add forgotten comparison in crimeTime and deathTime check 7 years ago
David Cernat 4b30a44816 [Client] Compare crimeTime and deathTime when NPCs forgive player crimes
Previously, all crime witnesses stopped being hostile to a respawning player for as long as the player's diedSinceArrestAttempt was true. That meant that, in an area with no guards to arrest the player, crime witnesses did not enage in combat with the player at all ever again until diedSinceArrestAttempt became false.

This commit makes it so the time of the last crime is recorded for each witness, and that is then compared with the time of the LocalPlayer's last death for a one-time crime forgiveness during that player's current life.

This is essentially a gameplay adjustment for "singleplayer with respawns," and will have to be reworked to make sense for every player in multiplayer, though that requires reworking the crime system as a whole and is thus on hold.
7 years ago
David Cernat c075496748 [General] Replace deathReason in death packets with a killer variable
Add serverside script functions for determining the killers of both players and actors.

Use unsigned ints for script functions returning an object or actor's refNumIndex or mpNum.

Remove updateDeadState() from LocalPlayer and make its code part of updateStatsDynamic() for simplicity.
7 years ago
David Cernat 76731f5def [Client] Don't remove SummonKeys with actorIds of -1
This prevents summon duplication caused by a SummonKey sometimes being deleted immediately after being created, before the server can send back an ObjectSpawn packet spawning a creature that can be attached to the SummonKey.
7 years ago
David Cernat a236ffc4be Merge pull request #456 from OpenMW/master while resolving conflicts
# Conflicts:
#	.travis.yml
#	README.md
#	apps/openmw/mwgui/quickkeysmenu.cpp
#	apps/openmw/mwmechanics/actors.cpp
#	apps/openmw/mwmechanics/combat.cpp
7 years ago
Koncord 53346e2663 [Client] Return 0 if effect not found 7 years ago
David Cernat 8ce225b1cc [Client] Use the casters of damage-dealing spells as death reasons 7 years ago
David Cernat 958b220835 [General] Send summon duration to server in ObjectSpawn packets 7 years ago
Capostrophic bccba24c40 Make unarmed creature attacks not affect armor condition (fixes #2455) 7 years ago
Andrei Kortunov 5455490ad2 Avoid fall-through in spell selection 7 years ago
Andrei Kortunov 3c7ab976c3 Ignore movement from scripted animations (bug #4475) 7 years ago
Andrei Kortunov c9756cee4c Fast-forward death animation to end if death animation was finished earlier (regression #4468) 7 years ago
Capostrophic 6c23caadd7 Fix crash when a target in a different cell is (un)locked 7 years ago
Capostrophic 0c4fa55f16 Make Open spells casted by anything trigger player crime event (fixes #4461) 7 years ago
Andrei Kortunov 5fd3ec1035 Implement unlockable locks with 'lock 0' console command 7 years ago
Marc Zinnschlag a8ad530db9 Merged pull request #1749 7 years ago
Marc Zinnschlag 2a52ade219 Merged pull request #1760 7 years ago
Andrei Kortunov e08b0d3070 Ignore lights without CanCarry flags when NPC selects torch (bug #4457) 7 years ago
Andrei Kortunov 9c3da41130 Add murder bounty when a player follower commits murder (bug #2852) 7 years ago
Marc Zinnschlag 2b35c5efd7 Merge remote-tracking branch 'upstream/master' 7 years ago
Marc Zinnschlag aea481eacb Merged pull request #1753 7 years ago
Andrei Kortunov 61c968d550 Ignore broken items when search for replacement (bug #4453) 7 years ago
Andrei Kortunov 81b78a82e8 AI: try to open doors every AI_REACTION_TIME seconds (bug #4454) 7 years ago
Bret Curtis 3e4dc31e39
Merge branch 'master' into fatigue 7 years ago
Andrei Kortunov 9c45cc7e48 Use player reference instead of pointer 7 years ago
Andrei Kortunov f299be8158 Play scripted animations even if SkipAnim is used 7 years ago
Andrei Kortunov 25bb7c1826 Make 'PlayGroup idle' to cancel scripted animations 7 years ago
Andrei Kortunov 0e441d48ac Give scripted animations highest priority (bug #4286) 7 years ago
Andrei Kortunov 0c92655250 Avoid code duplication in character manager 7 years ago
Andrei Kortunov e3812f4075 Check creature stats only for actors 7 years ago
Andrei Kortunov ebaa6fb5a2 Play death scream only once 7 years ago
Andrei Kortunov 427be928d0 Do not update animation state for dead actors 7 years ago
Andrei Kortunov 977a27ecb7 Do not clear corpses until end of death animation (bug #4307) 7 years ago
Andrei Kortunov a42c663fd7 Do not interrupt scripted animations by death animation (bug #4286) 7 years ago
Andrei Kortunov d0619cfb35 Play death animation for non-persisting actors with 0 health (bug #4291) 7 years ago
Andrei Kortunov 6099735c60 Early out only when scripted animation is playing 7 years ago
Andrei Kortunov e234dd2a36 Do not interrupt scripted animations 7 years ago
Andrei Kortunov 9fd2d57b86 Move previous items to player 7 years ago
Andrei Kortunov f977c6876f Bound items: store item ID instead of pointer 7 years ago
Andrei Kortunov 4de9d9fa77 Split adjustBoundItem() 7 years ago
Andrei Kortunov d1b1cb748d Reequip previous item only if the expired bound item was equipped 7 years ago
Andrei Kortunov 9b72a6ac69 Use the MWWorld::Ptr() instead of string ID 7 years ago
Andrei Kortunov 0375bedab2 Equip previous item after a bound item expires (bug #2326) 7 years ago
Andrei Kortunov ae87e0d3fc Do not reset mUpperBodyState for weapon->weapon switch (regression #4446) 7 years ago
Marc Zinnschlag 7d9de93fd3 Merged pull request #1477 7 years ago
Andrei Kortunov 6ed2773299 Do not stack return packages 7 years ago