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Use fCombatDistance
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2 changed files with 7 additions and 4 deletions
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@ -225,8 +225,10 @@ namespace MWClass
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// TODO: where is the distance defined?
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float dist = 200.f;
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if (!weapon.isEmpty())
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dist = 100.f * weapon.get<ESM::Weapon>()->mBase->mData.mReach;
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{
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const float fCombatDistance = gmst.find("fCombatDistance")->getFloat();
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dist = fCombatDistance * weapon.get<ESM::Weapon>()->mBase->mData.mReach;
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}
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std::pair<MWWorld::Ptr, Ogre::Vector3> result = MWBase::Environment::get().getWorld()->getHitContact(ptr, dist);
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if (result.first.isEmpty())
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return; // Didn't hit anything
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@ -467,10 +467,11 @@ namespace MWClass
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fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss);
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getCreatureStats(ptr).setFatigue(fatigue);
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float dist = 100.0f * (!weapon.isEmpty() ?
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const float fCombatDistance = gmst.find("fCombatDistance")->getFloat();
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float dist = fCombatDistance * (!weapon.isEmpty() ?
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weapon.get<ESM::Weapon>()->mBase->mData.mReach :
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gmst.find("fHandToHandReach")->getFloat());
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// TODO: Use second to work out the hit angle
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std::pair<MWWorld::Ptr, Ogre::Vector3> result = world->getHitContact(ptr, dist);
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MWWorld::Ptr victim = result.first;
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