Commit Graph

575 Commits (c5acfbf1337cf753c5be5d32877238d6ab67a7bd)

Author SHA1 Message Date
Marc Zinnschlag 19bd0f90b9 Merge remote-tracking branch 'rainChu/torches' 11 years ago
Alex "rainChu" Haddad 2643214ca6 Lights extinguish underwater 11 years ago
Alex "rainChu" Haddad 30ee3c5cf6 Equipped torches and lights run out of fuel 11 years ago
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