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Remove obsolete combat block for immobile creatures and autoformat

This commit is contained in:
Aussiemon 2025-04-15 00:42:22 -06:00 committed by Aussiemon
parent c232ad55b4
commit 266702e729

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@ -184,7 +184,7 @@ namespace
MWWorld::ContainerStoreIterator gem = container.end();
float gemCapacity = std::numeric_limits<float>::max();
for (auto it = container.begin(MWWorld::ContainerStore::Type_Miscellaneous); it != container.end();
++it)
++it)
{
if (it->getClass().isSoulGem(*it))
{
@ -605,10 +605,6 @@ namespace MWMechanics
void Actors::engageCombat(
const MWWorld::Ptr& actor1, const MWWorld::Ptr& actor2, SidingCache& cachedAllies, bool againstPlayer) const
{
// No combat for totally static creatures
if (!actor1.getClass().isMobile(actor1))
return;
CreatureStats& creatureStats1 = actor1.getClass().getCreatureStats(actor1);
if (creatureStats1.isDead() || creatureStats1.getAiSequence().isInCombat(actor2))
return;
@ -1153,8 +1149,7 @@ namespace MWMechanics
if (playerStats.getBounty() >= cutoff * iCrimeThresholdMultiplier)
{
mechanicsManager->startCombat(ptr, player, &cachedAllies.getActorsSidingWith(player));
creatureStats.setHitAttemptActorId(
playerClass.getCreatureStats(player)
creatureStats.setHitAttemptActorId(playerClass.getCreatureStats(player)
.getActorId()); // Stops the guard from quitting combat if player is unreachable
}
else