diff --git a/apps/openmw/mwmechanics/actors.cpp b/apps/openmw/mwmechanics/actors.cpp index 6f5b4eeb8d..d203dccf40 100644 --- a/apps/openmw/mwmechanics/actors.cpp +++ b/apps/openmw/mwmechanics/actors.cpp @@ -1782,6 +1782,8 @@ namespace MWMechanics if (iteratedActor == getPlayer()) continue; + const bool sameActor = (iteratedActor == actor); + const CreatureStats &stats = iteratedActor.getClass().getCreatureStats(iteratedActor); if (stats.isDead()) continue; @@ -1790,14 +1792,13 @@ namespace MWMechanics // Actors that are targeted by this actor's Follow or Escort packages also side with them for (auto package = stats.getAiSequence().begin(); package != stats.getAiSequence().end(); ++package) { - const MWWorld::Ptr &target = (*package)->getTarget(); - if ((*package)->sideWithTarget() && !target.isEmpty()) + if ((*package)->sideWithTarget() && !(*package)->getTarget().isEmpty()) { - if (iteratedActor == actor) + if (sameActor) { - list.push_back(target); + list.push_back((*package)->getTarget()); } - else if (target == actor) + else if ((*package)->getTarget() == actor) { list.push_back(iteratedActor); } @@ -1816,7 +1817,7 @@ namespace MWMechanics for(PtrActorMap::iterator iter(mActors.begin());iter != mActors.end();++iter) { const MWWorld::Ptr &iteratedActor = iter->first; - if (iteratedActor == getPlayer()) + if (iteratedActor == getPlayer() || iteratedActor == actor) continue; const CreatureStats &stats = iteratedActor.getClass().getCreatureStats(iteratedActor); @@ -1879,7 +1880,7 @@ namespace MWMechanics for(PtrActorMap::iterator iter(mActors.begin());iter != mActors.end();++iter) { const MWWorld::Ptr &iteratedActor = iter->first; - if (iteratedActor == getPlayer()) + if (iteratedActor == getPlayer() || iteratedActor == actor) continue; const CreatureStats &stats = iteratedActor.getClass().getCreatureStats(iteratedActor); @@ -1909,8 +1910,11 @@ namespace MWMechanics getObjectsInRange(position, aiProcessingDistance, neighbors); for(auto neighbor = neighbors.begin(); neighbor != neighbors.end(); ++neighbor) { + if (*neighbor == actor) + continue; + const CreatureStats &stats = neighbor->getClass().getCreatureStats(*neighbor); - if (stats.isDead() || *neighbor == actor) + if (stats.isDead()) continue; if (stats.getAiSequence().isInCombat(actor))