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@ -238,8 +238,7 @@ void AiSequence::execute (const MWWorld::Ptr& actor, CharacterController& charac
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return;
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}
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auto packageIt = mPackages.begin();
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MWMechanics::AiPackage* package = packageIt->get();
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auto* package = mPackages.front().get();
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if (!package->alwaysActive() && outOfRange)
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return;
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@ -291,7 +290,8 @@ void AiSequence::execute (const MWWorld::Ptr& actor, CharacterController& charac
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}
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}
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assert(!mPackages.empty());
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if (mPackages.empty())
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return;
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if (nearestDist < std::numeric_limits<float>::max() && mPackages.begin() != itActualCombat)
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{
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@ -300,8 +300,7 @@ void AiSequence::execute (const MWWorld::Ptr& actor, CharacterController& charac
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std::rotate(mPackages.begin(), itActualCombat, std::next(itActualCombat));
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}
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packageIt = mPackages.begin();
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package = packageIt->get();
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package = mPackages.front().get();
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packageTypeId = package->getTypeId();
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}
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@ -309,15 +308,16 @@ void AiSequence::execute (const MWWorld::Ptr& actor, CharacterController& charac
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{
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if (package->execute(actor, characterController, mAiState, duration))
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{
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// Put repeating noncombat AI packages on the end of the stack so they can be used again
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// Put repeating non-combat AI packages on the end of the stack so they can be used again
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if (isActualAiPackage(packageTypeId) && package->getRepeat())
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{
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package->reset();
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mPackages.push_back(package->clone());
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}
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// To account for the rare case where AiPackage::execute() queued another AI package
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// (e.g. AiPursue executing a dialogue script that uses startCombat)
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erase(packageIt);
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erase(mPackages.begin());
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if (isActualAiPackage(packageTypeId))
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mDone = true;
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}
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