From 80d8aa4030f771b48fc612c4716a0e891d5fe12a Mon Sep 17 00:00:00 2001 From: mrcheko Date: Thu, 30 Jan 2014 23:54:26 +0200 Subject: [PATCH] bug with sequence of knockouts; giving sense to some hit state code --- apps/openmw/mwmechanics/character.cpp | 1 + apps/openmw/mwmechanics/creaturestats.cpp | 3 +++ 2 files changed, 4 insertions(+) diff --git a/apps/openmw/mwmechanics/character.cpp b/apps/openmw/mwmechanics/character.cpp index a54f2365dc..252271d32c 100644 --- a/apps/openmw/mwmechanics/character.cpp +++ b/apps/openmw/mwmechanics/character.cpp @@ -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) diff --git a/apps/openmw/mwmechanics/creaturestats.cpp b/apps/openmw/mwmechanics/creaturestats.cpp index 30db593115..943c13a184 100644 --- a/apps/openmw/mwmechanics/creaturestats.cpp +++ b/apps/openmw/mwmechanics/creaturestats.cpp @@ -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) {