forked from mirror/openmw-tes3mp
stop weapon condition degredation (for the player) with tgm on
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2 changed files with 6 additions and 4 deletions
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@ -396,9 +396,10 @@ namespace MWClass
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MWBase::Environment::get().getWindowManager()->messageBox("#{sTargetCriticalStrike}");
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MWBase::Environment::get().getSoundManager()->playSound3D(victim, "critical damage", 1.0f, 1.0f);
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}
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weapon.getCellRef().mCharge -= std::min(std::max(1,
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(int)(damage * gmst.find("fWeaponDamageMult")->getFloat())),
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weapon.getCellRef().mCharge);
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if (!MWBase::Environment::get().getWorld()->getGodModeState())
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weapon.getCellRef().mCharge -= std::min(std::max(1,
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(int)(damage * gmst.find("fWeaponDamageMult")->getFloat())), weapon.getCellRef().mCharge);
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}
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healthdmg = true;
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}
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@ -276,7 +276,8 @@ namespace MWMechanics
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}
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// If it's the player and God Mode is turned on, keep it alive
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if(iter->first.getRefData().getHandle()=="player" && MWBase::Environment::get().getWorld()->getGodModeState())
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if(iter->first.getRefData().getHandle()=="player" &&
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MWBase::Environment::get().getWorld()->getGodModeState())
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{
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MWMechanics::DynamicStat<float> stat(stats.getHealth());
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