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openmw-tes3mp/apps/openmw/mwmechanics
elsid 653a391084
Do not open doors when actor has no path
When actor is not going anywhere it doesn't require to go through doors
so there is no need to open them.
2019-09-15 21:12:33 +02:00
..
activespells.cpp Remove effects from all active spells with the same ID 2018-08-29 13:52:03 +03:00
activespells.hpp Dispel only effects from spells (bug #3995) 2017-08-15 09:35:29 +04:00
actor.cpp Refactor AiTemporaryStorage usage 2018-06-27 12:48:34 +04:00
actor.hpp Refactor AiTemporaryStorage usage 2018-06-27 12:48:34 +04:00
actors.cpp Use sayDone() only for scripting backward compatibility 2019-09-06 09:19:41 +04:00
actors.hpp Handle death event manually before disposing a corpse if a death animation was not finished yet (feature #5146) 2019-08-27 22:42:41 +04:00
actorutil.cpp Use 2D distance for fight rating of vertically moving actors (bug #4961) 2019-06-05 21:41:02 +03:00
actorutil.hpp Use 2D distance for fight rating of vertically moving actors (bug #4961) 2019-06-05 21:41:02 +03:00
aiactivate.cpp Remove redundant includes 2019-02-23 08:02:12 +04:00
aiactivate.hpp Cleanup of #include statements 2016-06-18 10:56:28 +09:00
aiavoiddoor.cpp Add enum type for door state 2019-08-25 15:21:00 +02:00
aiavoiddoor.hpp Cleanup of #include statements 2016-06-18 10:56:28 +09:00
aibreathe.cpp AI package cleanup 2018-11-02 14:58:30 +03:00
aibreathe.hpp Added AiBreathe package (feature #1374) 2017-07-25 10:58:04 +04:00
aicast.cpp Remove redundant includes 2019-02-23 08:02:12 +04:00
aicast.hpp Include cleanup 2019-02-19 18:40:33 +03:00
aicombat.cpp Refactor weapon types behaviour 2019-08-09 19:40:27 +04:00
aicombat.hpp Replace all NULLs to nullptr 2018-10-09 10:21:12 +04:00
aicombataction.cpp Refactor weapon types behaviour 2019-08-09 19:40:27 +04:00
aicombataction.hpp Replace all NULLs to nullptr 2018-10-09 10:21:12 +04:00
aiescort.cpp Remove redundant includes 2019-02-23 08:02:12 +04:00
aiescort.hpp Include cleanup 2019-02-19 18:40:33 +03:00
aiface.cpp Include cleanup 2019-02-19 18:40:33 +03:00
aiface.hpp Implement Face instruction (Feature #1424) 2016-07-09 02:16:47 +02:00
aifollow.cpp AI package cleanup 2018-11-02 14:58:30 +03:00
aifollow.hpp Refactor AiTemporaryStorage usage 2018-06-27 12:48:34 +04:00
aipackage.cpp Do not open doors when actor has no path 2019-09-15 21:12:33 +02:00
aipackage.hpp Use 2D distance for fight rating of vertically moving actors (bug #4961) 2019-06-05 21:41:02 +03:00
aipursue.cpp AI: use a consistent check if a target is hidden (bug #4920) 2019-04-28 16:41:10 +04:00
aipursue.hpp Include cleanup 2019-02-19 18:40:33 +03:00
aisequence.cpp Move makeOsgVec3f() to settingsutils.hpp 2019-02-28 20:03:42 +00:00
aisequence.hpp Move code to seperate functions for reusability 2018-08-16 00:26:02 +01:00
aistate.hpp Include cleanup 2019-02-19 18:40:33 +03:00
aitravel.cpp Reset path after AiTravel is fast forwarded 2019-08-01 15:13:03 +02:00
aitravel.hpp Include cleanup 2019-02-19 18:40:33 +03:00
aiwander.cpp Build path to first pathgrid node by navmesh 2019-08-03 16:10:55 +02:00
aiwander.hpp Build path to first pathgrid node by navmesh 2019-08-03 16:10:55 +02:00
alchemy.cpp Remove redundant includes 2019-02-23 08:02:12 +04:00
alchemy.hpp Mass potion creation (feature #4642) 2018-09-20 15:45:14 +04:00
autocalcspell.cpp Remove some redundant code 2019-01-05 01:25:52 +03:00
autocalcspell.hpp Include cleanup 2019-02-19 18:40:33 +03:00
character.cpp Revert Vampirism behavior upon death to 0.45.0-like state 2019-09-04 16:42:34 +03:00
character.hpp Fallback for long animation groups 2019-08-09 19:40:30 +04:00
combat.cpp Vanilla-friendly ranged crits (bug #5067) 2019-07-31 13:55:09 +03:00
combat.hpp AI: use a consistent check if a target is hidden (bug #4920) 2019-04-28 16:41:10 +04:00
coordinateconverter.cpp Use osg::Vec3f to store path nodes in Pathfinder 2018-10-13 22:16:20 +03:00
coordinateconverter.hpp Use osg::Vec3f to store path nodes in Pathfinder 2018-10-13 22:16:20 +03:00
creaturestats.cpp Make GetPCJumping return true only when jumping (bug #4641) 2018-09-16 11:58:01 +04:00
creaturestats.hpp Make GetPCJumping return true only when jumping (bug #4641) 2018-09-16 11:58:01 +04:00
difficultyscaling.cpp Remove deprecated GMST get* functions 2018-08-29 18:38:12 +03:00
difficultyscaling.hpp Implement difficulty scaling (Fixes #1505) 2014-07-20 16:38:20 +02:00
disease.hpp Introduce a custom format() function to get rid of boost::format() and hackish replace() 2019-05-20 09:20:01 +04:00
drawstate.hpp Savegame: store most of CreatureStats 2014-05-12 21:37:36 +02:00
enchanting.cpp Correct cast style behavior when there's no object (bug #5075) 2019-06-28 15:52:37 +03:00
enchanting.hpp Make enchanting make more sense (bug #5038) 2019-05-15 18:40:52 +03:00
levelledlist.hpp Use new logging system for game itself 2018-08-14 23:05:43 +04:00
magiceffects.cpp Remove redundant includes 2019-02-23 08:02:12 +04:00
magiceffects.hpp Fix various MSVC warnings 2015-02-15 20:10:21 -06:00
mechanicsmanagerimp.cpp Generate sCrimeMessageReport only once per frame (bug #5012) 2019-09-05 20:16:03 +04:00
mechanicsmanagerimp.hpp Rename objectOpened() to make its role more clear 2019-09-05 17:36:49 +03:00
movement.hpp Readded collision objects and movement physics 2015-05-12 03:02:15 +02:00
npcstats.cpp Introduce a custom format() function to get rid of boost::format() and hackish replace() 2019-05-20 09:20:01 +04:00
npcstats.hpp Fix RaiseRank/LowerRank script functions (feature #4316) 2019-05-14 21:43:19 +04:00
objects.cpp [Regression] Make sure unloaded objects can be opened 2019-07-20 00:12:05 +03:00
objects.hpp Include cleanup 2019-02-19 18:40:33 +03:00
obstacle.cpp Add enum type for door state 2019-08-25 15:21:00 +02:00
obstacle.hpp Use 3d coordinates to detect stuck 2019-08-17 18:09:00 +02:00
pathfinding.cpp Build path to first pathgrid node by navmesh 2019-08-03 16:10:55 +02:00
pathfinding.hpp Build path to first pathgrid node by navmesh 2019-08-03 16:10:55 +02:00
pathgrid.cpp Store aStarSearch result to deque 2018-10-13 22:16:20 +03:00
pathgrid.hpp Store aStarSearch result to deque 2018-10-13 22:16:20 +03:00
pickpocket.cpp Remove deprecated GMST get* functions 2018-08-29 18:38:12 +03:00
pickpocket.hpp Implement pickpocket detection. Play a voiced dialogue entry when detected. 2014-01-07 03:01:33 +01:00
repair.cpp Introduce a custom format() function to get rid of boost::format() and hackish replace() 2019-05-20 09:20:01 +04:00
repair.hpp Added PC repair feature 2013-03-23 08:16:46 +01:00
security.cpp Rename objectOpened() to make its role more clear 2019-09-05 17:36:49 +03:00
security.hpp Cleanup Security class 2013-05-19 23:19:48 +02:00
spellcasting.cpp Rename objectOpened() to make its role more clear 2019-09-05 17:36:49 +03:00
spellcasting.hpp Make sure cast chance checks mana when necessary (bug #5112) 2019-08-09 19:27:25 +03:00
spellpriority.cpp Merge pull request #2413 from akortunov/weapon 2019-08-09 20:02:10 +03:00
spellpriority.hpp Include cleanup 2019-02-19 18:40:33 +03:00
spells.cpp Don't break GetSpellEffects execution if the spell doesn't exist 2019-05-14 21:24:03 +03:00
spells.hpp Make RemoveSpellEffects affect permanent spells (bug #3920) 2018-08-29 13:52:03 +03:00
stat.cpp Drain and fortify fixes for dynamicStats 2018-08-13 21:59:26 +09:00
stat.hpp Drain and fortify fixes for dynamicStats 2018-08-13 21:59:26 +09:00
steering.cpp Make angular velocity depending on actor speed 2019-08-03 16:06:04 +02:00
steering.hpp Make angular velocity depending on actor speed 2019-08-03 16:06:04 +02:00
summoning.cpp Use new logging system for game itself 2018-08-14 23:05:43 +04:00
summoning.hpp Added a delay before summoned creature corpse despawning 2017-08-18 11:58:28 +04:00
trading.cpp Remove deprecated GMST get* functions 2018-08-29 18:38:12 +03:00
trading.hpp Include cleanup 2019-02-19 18:40:33 +03:00
weaponpriority.cpp Refactor weapon types behaviour 2019-08-09 19:40:27 +04:00
weaponpriority.hpp Refactor weapon types behaviour 2019-08-09 19:40:27 +04:00
weapontype.cpp Refactor weapon types behaviour 2019-08-09 19:40:27 +04:00
weapontype.hpp [Regression] restore ammo inventory sounds 2019-08-16 21:56:14 +04:00