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Use friendly hits only for player's followers (bug #4984)
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2 changed files with 18 additions and 15 deletions
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@ -64,6 +64,7 @@
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Bug #4972: Player is able to use quickkeys while disableplayerfighting is active
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Bug #4979: AiTravel maximum range depends on "actors processing range" setting
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Bug #4980: Drowning mechanics is applied for actors indifferently from distance to player
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Bug #4984: "Friendly hits" feature should be used only for player's followers
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Feature #2229: Improve pathfinding AI
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Feature #3442: Default values for fallbacks from ini file
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Feature #3610: Option to invert X axis
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@ -1476,22 +1476,24 @@ namespace MWMechanics
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bool MechanicsManager::actorAttacked(const MWWorld::Ptr &target, const MWWorld::Ptr &attacker)
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{
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if (target == getPlayer() || !attacker.getClass().isActor())
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const MWWorld::Ptr& player = getPlayer();
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if (target == player || !attacker.getClass().isActor())
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return false;
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std::set<MWWorld::Ptr> followersAttacker;
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getActorsSidingWith(attacker, followersAttacker);
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MWMechanics::CreatureStats& statsTarget = target.getClass().getCreatureStats(target);
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if (followersAttacker.find(target) != followersAttacker.end())
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if (attacker == player)
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{
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statsTarget.friendlyHit();
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if (statsTarget.getFriendlyHits() < 4)
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std::set<MWWorld::Ptr> followersAttacker;
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getActorsSidingWith(attacker, followersAttacker);
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if (followersAttacker.find(target) != followersAttacker.end())
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{
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MWBase::Environment::get().getDialogueManager()->say(target, "hit");
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return false;
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statsTarget.friendlyHit();
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if (statsTarget.getFriendlyHits() < 4)
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{
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MWBase::Environment::get().getDialogueManager()->say(target, "hit");
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return false;
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}
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}
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}
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@ -1500,9 +1502,9 @@ namespace MWMechanics
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AiSequence& seq = statsTarget.getAiSequence();
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if (!attacker.isEmpty() && (attacker.getClass().getCreatureStats(attacker).getAiSequence().isInCombat(target)
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|| attacker == getPlayer())
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&& !seq.isInCombat(attacker))
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if (!attacker.isEmpty()
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&& (attacker.getClass().getCreatureStats(attacker).getAiSequence().isInCombat(target) || attacker == player)
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&& !seq.isInCombat(attacker))
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{
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// Attacker is in combat with us, but we are not in combat with the attacker yet. Time to fight back.
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// Note: accidental or collateral damage attacks are ignored.
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@ -1512,7 +1514,7 @@ namespace MWMechanics
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// he will attack the player only if we will force him (e.g. via StartCombat console command)
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bool peaceful = false;
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std::string script = target.getClass().getScript(target);
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if (!script.empty() && target.getRefData().getLocals().hasVar(script, "onpchitme") && attacker == getPlayer())
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if (!script.empty() && target.getRefData().getLocals().hasVar(script, "onpchitme") && attacker == player)
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{
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int fight = std::max(0, target.getClass().getCreatureStats(target).getAiSetting(CreatureStats::AI_Fight).getModified());
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peaceful = (fight == 0);
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