Stop combat when stacking a new AI package

macos_ci_fix
Evil Eye 5 months ago
parent 7922f0e7f8
commit 94b129cc62

@ -101,6 +101,7 @@
Bug #7647: NPC walk cycle bugs after greeting player
Bug #7654: Tooltips for enchantments with invalid effects cause crashes
Bug #7660: Some inconsistencies regarding Invisibility breaking
Bug #7661: Player followers should stop attacking newly recruited actors
Bug #7665: Alchemy menu is missing the ability to deselect and choose different qualities of an apparatus
Bug #7675: Successful lock spell doesn't produce a sound
Bug #7679: Scene luminance value flashes when toggling shaders

@ -6,6 +6,8 @@
#include <components/debug/debuglog.hpp>
#include <components/esm3/aisequence.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwworld/class.hpp"
#include "actorutil.hpp"
#include "aiactivate.hpp"
@ -365,7 +367,7 @@ namespace MWMechanics
// Stop combat when a non-combat AI package is added
if (isActualAiPackage(package.getTypeId()))
stopCombat();
MWBase::Environment::get().getMechanicsManager()->stopCombat(actor);
// We should return a wandering actor back after combat, casting or pursuit.
// The same thing for actors without AI packages.

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