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Magic armor mitigation for creatures (feature #5033)
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3 changed files with 6 additions and 5 deletions
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@ -114,6 +114,7 @@
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Feature #5000: Compressed BSA format support
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Feature #5010: Native graphics herbalism support
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Feature #5031: Make GetWeaponType function return different values for tools
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Feature #5033: Magic armor mitigation for creatures
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Task #4686: Upgrade media decoder to a more current FFmpeg API
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Task #4695: Optimize Distant Terrain memory consumption
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Task #4721: Add NMake support to the Windows prebuild script
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@ -401,10 +401,10 @@ namespace MWClass
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stats.setHitRecovery(true); // Is this supposed to always occur?
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}
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damage = std::max(1.f, damage);
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if(ishealth)
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{
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damage *= damage / (damage + getArmorRating(ptr));
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damage = std::max(1.f, damage);
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if (!attacker.isEmpty())
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{
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damage = scaleDamage(damage, attacker, ptr);
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@ -597,7 +597,7 @@ namespace MWClass
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float Creature::getArmorRating (const MWWorld::Ptr& ptr) const
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{
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// Note this is currently unused. Creatures do not use armor mitigation.
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// Equipment armor rating is deliberately ignored.
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return getCreatureStats(ptr).getMagicEffects().get(ESM::MagicEffect::Shield).getMagnitude();
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}
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@ -571,8 +571,8 @@ void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor)
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// Autoequip clothing, armor and weapons.
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// Equipping lights is handled in Actors::updateEquippedLight based on environment light.
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// Note: creatures do not use the armor mitigation and can equip only shields
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// Use a custom logic for them - select shield based on its health instead of armor rating (since it useless for creatures)
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// Note: creatures ignore equipment armor rating and only equip shields
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// Use custom logic for them - select shield based on its health instead of armor rating
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autoEquipWeapon(actor, slots_);
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autoEquipArmor(actor, slots_);
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