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Make unarmed creature attacks affect shield condition again (bug #5069)
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2 changed files with 7 additions and 9 deletions
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@ -103,6 +103,7 @@
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Bug #5050: Invalid spell effects are not handled gracefully
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Bug #5056: Calling Cast function on player doesn't equip the spell but casts it
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Bug #5060: Magic effect visuals stop when death animation begins instead of when it ends
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Bug #5069: Blocking creatures' attacks doesn't degrade shields
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Feature #1774: Handle AvoidNode
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Feature #2229: Improve pathfinding AI
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Feature #3025: Analogue gamepad movement controls
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@ -115,16 +115,13 @@ namespace MWMechanics
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if (Misc::Rng::roll0to99() < x)
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{
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if (!(weapon.isEmpty() && !attacker.getClass().isNpc())) // Unarmed creature attacks don't affect armor condition
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{
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// Reduce shield durability by incoming damage
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int shieldhealth = shield->getClass().getItemHealth(*shield);
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// Reduce shield durability by incoming damage
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int shieldhealth = shield->getClass().getItemHealth(*shield);
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shieldhealth -= std::min(shieldhealth, int(damage));
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shield->getCellRef().setCharge(shieldhealth);
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if (shieldhealth == 0)
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inv.unequipItem(*shield, blocker);
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}
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shieldhealth -= std::min(shieldhealth, int(damage));
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shield->getCellRef().setCharge(shieldhealth);
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if (shieldhealth == 0)
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inv.unequipItem(*shield, blocker);
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// Reduce blocker fatigue
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const float fFatigueBlockBase = gmst.find("fFatigueBlockBase")->mValue.getFloat();
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const float fFatigueBlockMult = gmst.find("fFatigueBlockMult")->mValue.getFloat();
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