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Ignore the calling actor in getEnemiesNearby / getActorsFighting
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1 changed files with 6 additions and 4 deletions
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@ -1404,11 +1404,13 @@ namespace MWMechanics
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std::vector<MWWorld::Ptr> neighbors;
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osg::Vec3f position (actor.getRefData().getPosition().asVec3());
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getObjectsInRange(position, aiProcessingDistance, neighbors);
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for(std::vector<MWWorld::Ptr>::iterator iter(neighbors.begin());iter != neighbors.end();++iter)
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for(std::vector<MWWorld::Ptr>::const_iterator iter(neighbors.begin());iter != neighbors.end();++iter)
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{
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const MWWorld::Class &cls = iter->getClass();
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const CreatureStats &stats = cls.getCreatureStats(*iter);
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if (!stats.isDead() && stats.getAiSequence().isInCombat(actor))
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if (stats.isDead() || *iter == actor)
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continue;
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if (stats.getAiSequence().isInCombat(actor))
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list.push_front(*iter);
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}
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return list;
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@ -1420,10 +1422,10 @@ namespace MWMechanics
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std::vector<MWWorld::Ptr> neighbors;
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osg::Vec3f position (actor.getRefData().getPosition().asVec3());
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getObjectsInRange(position, aiProcessingDistance, neighbors);
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for(std::vector<MWWorld::Ptr>::iterator iter(neighbors.begin());iter != neighbors.end();++iter)
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for(std::vector<MWWorld::Ptr>::const_iterator iter(neighbors.begin());iter != neighbors.end();++iter)
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{
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const CreatureStats &stats = iter->getClass().getCreatureStats(*iter);
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if (stats.isDead())
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if (stats.isDead() || *iter == actor)
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continue;
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if (stats.getAiSequence().isInCombat(actor) || MWBase::Environment::get().getMechanicsManager()->isAggressive(*iter, actor))
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list.push_back(*iter);
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