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Fix AiCombat for creatures with weapons
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1 changed files with 3 additions and 3 deletions
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@ -13,7 +13,7 @@
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#include "../mwbase/dialoguemanager.hpp"
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#include "../mwbase/dialoguemanager.hpp"
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#include "npcstats.hpp"
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#include "creaturestats.hpp"
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#include "steering.hpp"
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#include "steering.hpp"
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#include "movement.hpp"
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#include "movement.hpp"
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#include "character.hpp" // fixme: for getActiveWeapon
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#include "character.hpp" // fixme: for getActiveWeapon
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@ -138,11 +138,11 @@ namespace MWMechanics
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{
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{
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MWMechanics::DrawState_ state = actor.getClass().getCreatureStats(actor).getDrawState();
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MWMechanics::DrawState_ state = actor.getClass().getCreatureStats(actor).getDrawState();
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if (state == MWMechanics::DrawState_Spell || state == MWMechanics::DrawState_Nothing)
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if (state == MWMechanics::DrawState_Spell || state == MWMechanics::DrawState_Nothing)
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actor.getClass().getNpcStats(actor).setDrawState(MWMechanics::DrawState_Weapon);
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actor.getClass().getCreatureStats(actor).setDrawState(MWMechanics::DrawState_Weapon);
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//Get weapon speed and range
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//Get weapon speed and range
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MWWorld::ContainerStoreIterator weaponSlot =
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MWWorld::ContainerStoreIterator weaponSlot =
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MWMechanics::getActiveWeapon(cls.getNpcStats(actor), cls.getInventoryStore(actor), &weaptype);
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MWMechanics::getActiveWeapon(cls.getCreatureStats(actor), cls.getInventoryStore(actor), &weaptype);
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if (weaptype == WeapType_HandToHand)
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if (weaptype == WeapType_HandToHand)
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{
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{
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const MWWorld::Store<ESM::GameSetting> &gmst =
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const MWWorld::Store<ESM::GameSetting> &gmst =
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