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Fixed: creatures won't witness crimes
and potential crash.
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parent
0409e18a0e
commit
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1 changed files with 4 additions and 2 deletions
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@ -843,7 +843,8 @@ namespace MWMechanics
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// Find an actor who witnessed the crime
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// Find an actor who witnessed the crime
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for (std::vector<MWWorld::Ptr>::iterator it = neighbors.begin(); it != neighbors.end(); ++it)
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for (std::vector<MWWorld::Ptr>::iterator it = neighbors.begin(); it != neighbors.end(); ++it)
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{
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{
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if (*it == ptr) continue; // not the player
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if ( *it == ptr
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&& it->getClass().isNpc()) continue; // not the player and is an NPC
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// Was the crime seen?
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// Was the crime seen?
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if ( ( MWBase::Environment::get().getWorld()->getLOS(ptr, *it) && awarenessCheck(ptr, *it) ) ||
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if ( ( MWBase::Environment::get().getWorld()->getLOS(ptr, *it) && awarenessCheck(ptr, *it) ) ||
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@ -859,7 +860,8 @@ namespace MWMechanics
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// Tell everyone, including yourself
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// Tell everyone, including yourself
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for (std::vector<MWWorld::Ptr>::iterator it1 = neighbors.begin(); it1 != neighbors.end(); ++it1)
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for (std::vector<MWWorld::Ptr>::iterator it1 = neighbors.begin(); it1 != neighbors.end(); ++it1)
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{
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{
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if (*it1 == ptr) continue; // not the player
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if ( *it == ptr
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&& it->getClass().isNpc()) continue; // not the player and is an NPC
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// TODO: Add more messages
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// TODO: Add more messages
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if (type == OT_Theft)
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if (type == OT_Theft)
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