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bug with sequence of knockouts; giving sense to some hit state code

This commit is contained in:
mrcheko 2014-01-30 23:54:26 +02:00
parent 3a5da7e6e8
commit 80d8aa4030
2 changed files with 4 additions and 0 deletions

View file

@ -764,6 +764,7 @@ bool CharacterController::updateWeaponState()
//commenting out following 2 lines will give a bit different combat dynamics(slower)
mHitState = CharState_None;
mCurrentHit.clear();
mPtr.getClass().getCreatureStats(mPtr).setHitRecovery(false);
}
}
else if(mUpperBodyState == UpperCharState_UnEquipingWeap)

View file

@ -209,7 +209,10 @@ namespace MWMechanics
mDynamic[index] = value;
if (index == 2 && value.getCurrent() < 0)
{
setKnockedDown(true);
mDynamic[2].setCurrent(0);
}
if (index==0 && mDynamic[index].getCurrent()<1)
{