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	Do not display hit fader if the player wasn't damaged
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					 1 changed files with 4 additions and 3 deletions
				
			
		|  | @ -775,13 +775,14 @@ namespace MWClass | ||||||
|                 damage = scaleDamage(damage, attacker, ptr); |                 damage = scaleDamage(damage, attacker, ptr); | ||||||
| 
 | 
 | ||||||
|             if(damage > 0.0f) |             if(damage > 0.0f) | ||||||
|  |             { | ||||||
|                 sndMgr->playSound3D(ptr, "Health Damage", 1.0f, 1.0f); |                 sndMgr->playSound3D(ptr, "Health Damage", 1.0f, 1.0f); | ||||||
|             float health = getCreatureStats(ptr).getHealth().getCurrent() - damage; |  | ||||||
|             setActorHealth(ptr, health, attacker); |  | ||||||
| 
 |  | ||||||
|                 if (ptr.getRefData().getHandle() == "player") |                 if (ptr.getRefData().getHandle() == "player") | ||||||
|                     MWBase::Environment::get().getWindowManager()->activateHitOverlay(); |                     MWBase::Environment::get().getWindowManager()->activateHitOverlay(); | ||||||
|             } |             } | ||||||
|  |             float health = getCreatureStats(ptr).getHealth().getCurrent() - damage; | ||||||
|  |             setActorHealth(ptr, health, attacker); | ||||||
|  |         } | ||||||
|         else |         else | ||||||
|         { |         { | ||||||
|             MWMechanics::DynamicStat<float> fatigue(getCreatureStats(ptr).getFatigue()); |             MWMechanics::DynamicStat<float> fatigue(getCreatureStats(ptr).getFatigue()); | ||||||
|  |  | ||||||
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