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Merge branch 'tapdancers' into 'master'
AiWander must update wandering manually flag when resuming existing path. Closes #7647 See merge request OpenMW/openmw!3526
This commit is contained in:
commit
e6137cff73
3 changed files with 4 additions and 2 deletions
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@ -140,6 +140,7 @@ Programmers
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Lordrea
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Lordrea
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Łukasz Gołębiewski (lukago)
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Łukasz Gołębiewski (lukago)
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Lukasz Gromanowski (lgro)
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Lukasz Gromanowski (lgro)
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Mads Sandvei (Foal)
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Marc Bouvier (CramitDeFrog)
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Marc Bouvier (CramitDeFrog)
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Marcin Hulist (Gohan)
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Marcin Hulist (Gohan)
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Mark Siewert (mark76)
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Mark Siewert (mark76)
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@ -84,6 +84,7 @@
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Bug #7630: Charm can be cast on creatures
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Bug #7630: Charm can be cast on creatures
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Bug #7631: Cannot trade with/talk to Creeper or Mudcrab Merchant when they're fleeing
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Bug #7631: Cannot trade with/talk to Creeper or Mudcrab Merchant when they're fleeing
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Bug #7639: NPCs don't use hand-to-hand if their other melee skills were damaged during combat
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Bug #7639: NPCs don't use hand-to-hand if their other melee skills were damaged during combat
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Bug #7647: NPC walk cycle bugs after greeting player
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Feature #3537: Shader-based water ripples
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Feature #3537: Shader-based water ripples
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Feature #5492: Let rain and snow collide with statics
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Feature #5492: Let rain and snow collide with statics
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Feature #6149: Dehardcode Lua API_REVISION
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Feature #6149: Dehardcode Lua API_REVISION
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@ -229,7 +229,7 @@ namespace MWMechanics
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}
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}
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if (mPathFinder.isPathConstructed())
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if (mPathFinder.isPathConstructed())
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storage.setState(AiWanderStorage::Wander_Walking);
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storage.setState(AiWanderStorage::Wander_Walking, !mUsePathgrid);
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}
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}
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if (!cStats.getMovementFlag(CreatureStats::Flag_ForceJump)
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if (!cStats.getMovementFlag(CreatureStats::Flag_ForceJump)
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@ -499,7 +499,7 @@ namespace MWMechanics
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if (!checkIdle(actor, storage.mIdleAnimation) && (greetingState == Greet_Done || greetingState == Greet_None))
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if (!checkIdle(actor, storage.mIdleAnimation) && (greetingState == Greet_Done || greetingState == Greet_None))
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{
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{
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if (mPathFinder.isPathConstructed())
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if (mPathFinder.isPathConstructed())
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storage.setState(AiWanderStorage::Wander_Walking);
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storage.setState(AiWanderStorage::Wander_Walking, !mUsePathgrid);
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else
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else
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storage.setState(AiWanderStorage::Wander_ChooseAction);
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storage.setState(AiWanderStorage::Wander_ChooseAction);
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}
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}
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