Sheath weapon in all Ai packages except for AiCombat

pull/196/head
scrawl 11 years ago
parent d956df83e4
commit f67b7dae91

@ -5,6 +5,8 @@
#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
#include "../mwmechanics/creaturestats.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/cellstore.hpp"
@ -24,6 +26,8 @@ bool MWMechanics::AiActivate::execute (const MWWorld::Ptr& actor,float duration)
ESM::Position pos = actor.getRefData().getPosition(); //position of the actor
const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mObjectId, false); //The target to follow
actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing);
if(target == MWWorld::Ptr())
return true; //Target doesn't exist

@ -9,6 +9,8 @@
#include "../mwworld/cellstore.hpp"
#include "../mwworld/class.hpp"
#include "../mwmechanics/creaturestats.hpp"
#include "steering.hpp"
#include "movement.hpp"
@ -72,6 +74,8 @@ namespace MWMechanics
return true;
}
actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing);
const MWWorld::Ptr follower = MWBase::Environment::get().getWorld()->getPtr(mActorId, false);
const float* const leaderPos = actor.getRefData().getPosition().pos;
const float* const followerPos = follower.getRefData().getPosition().pos;

@ -35,6 +35,8 @@ bool MWMechanics::AiFollow::execute (const MWWorld::Ptr& actor,float duration)
if(target == MWWorld::Ptr()) return true; //Target doesn't exist
actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing);
ESM::Position pos = actor.getRefData().getPosition(); //position of the actor
if(!mAlwaysFollow) //Update if you only follow for a bit

@ -38,6 +38,8 @@ bool AiPursue::execute (const MWWorld::Ptr& actor, float duration)
if(target == MWWorld::Ptr())
return true; //Target doesn't exist
actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing);
//Set the target desition from the actor
ESM::Pathgrid::Point dest = target.getRefData().getPosition().pos;

@ -44,6 +44,8 @@ namespace MWMechanics
actor.getClass().getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, false);
actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing);
MWWorld::Ptr player = world->getPlayerPtr();
if(cell->mData.mX != player.getCell()->getCell()->mData.mX)
{

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