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12 commits

Author SHA1 Message Date
scrawl
7bddfc0025 Fix some spelling mistakes. 2014-05-03 12:23:22 +02:00
scrawl
9b36a13821 Feature #1289: NPCs return to default position
Make stationary NPCs return to their previous position once combat/crime AI finishes.
2014-04-29 09:09:51 +02:00
Jeffrey Haines
7c0b51fb7e Ai pursue now controls guards pursuit of crimes
Should extend AiActivate in the future
2014-04-02 00:18:22 -04:00
scrawl
23ffb8a4dc Fixes #1143: Make getCurrentAiPackage return the package that was run last, not the package that will be run in the next frame.
This makes the Mehra Milo script work properly.
2014-01-29 15:37:27 +01:00
gus
707e579dfe Merge branch 'master' of https://github.com/zinnschlag/openmw.git into AIFix2
Conflicts:
	apps/openmw/mwmechanics/aifollow.cpp
2014-01-24 19:16:50 +01:00
gus
2446abe076 Allow getting current active package 2014-01-12 14:01:54 +01:00
Sergey Shambir
5c7e39a92f Implemented script commands StartCombat, StopCombat, GetTarget.
Also renamed one field of AIWander class because it's not longer
unknown.
2014-01-07 04:43:06 +04:00
gus
4559e932ae AI packages have priority and combat is triggered in actor.cpp using the Hostile setting in CreaturesState 2013-11-18 12:33:09 +01:00
gus
650a112e2e better timer 2013-10-30 20:42:50 +01:00
gus
9353f4d14f WIP AI combat 2013-09-25 18:01:36 +02:00
scrawl
16cacb338a Initialize MWMechanics::AiSequence from ESM::AiPackageList 2013-07-31 00:55:08 +02:00
Marc Zinnschlag
345eec1135 Issue #389: added AI package base class and AI packages management class 2012-09-04 13:25:53 +02:00