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Stop infighting when gaining new allies
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parent
94b129cc62
commit
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1 changed files with 15 additions and 1 deletions
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@ -19,6 +19,7 @@
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#include "aipursue.hpp"
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#include "aipursue.hpp"
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#include "aitravel.hpp"
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#include "aitravel.hpp"
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#include "aiwander.hpp"
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#include "aiwander.hpp"
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#include "creaturestats.hpp"
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namespace MWMechanics
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namespace MWMechanics
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{
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{
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@ -367,7 +368,20 @@ namespace MWMechanics
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// Stop combat when a non-combat AI package is added
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// Stop combat when a non-combat AI package is added
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if (isActualAiPackage(package.getTypeId()))
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if (isActualAiPackage(package.getTypeId()))
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MWBase::Environment::get().getMechanicsManager()->stopCombat(actor);
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{
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if (package.getTypeId() == MWMechanics::AiPackageTypeId::Follow
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|| package.getTypeId() == MWMechanics::AiPackageTypeId::Escort)
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{
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const auto& mechanicsManager = MWBase::Environment::get().getMechanicsManager();
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std::vector<MWWorld::Ptr> newAllies = mechanicsManager->getActorsSidingWith(package.getTarget());
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std::vector<MWWorld::Ptr> allies = mechanicsManager->getActorsSidingWith(actor);
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for (const auto& ally : allies)
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ally.getClass().getCreatureStats(ally).getAiSequence().stopCombat(newAllies);
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for (const auto& ally : newAllies)
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ally.getClass().getCreatureStats(ally).getAiSequence().stopCombat(allies);
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}
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stopCombat();
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}
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// We should return a wandering actor back after combat, casting or pursuit.
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// We should return a wandering actor back after combat, casting or pursuit.
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// The same thing for actors without AI packages.
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// The same thing for actors without AI packages.
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