forked from mirror/openmw-tes3mp
[Client] Make aggressive actors initiate combat with DedicatedPlayers
Previously, they were only attacking DedicatedPlayers who had attacked them first.
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1 changed files with 13 additions and 1 deletions
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@ -406,6 +406,18 @@ namespace MWMechanics
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if (std::find(playerAllies.begin(), playerAllies.end(), actor1) == playerAllies.end())
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if (std::find(playerAllies.begin(), playerAllies.end(), actor1) == playerAllies.end())
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aggressive = MWBase::Environment::get().getMechanicsManager()->isAggressive(actor1, actor2);
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aggressive = MWBase::Environment::get().getMechanicsManager()->isAggressive(actor1, actor2);
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}
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}
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/*
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Start of tes3mp addition
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Make aggressive actors initiate combat with DedicatedPlayers
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*/
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else if (mwmp::PlayerList::isDedicatedPlayer(actor2))
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{
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aggressive = MWBase::Environment::get().getMechanicsManager()->isAggressive(actor1, actor2);
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}
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/*
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End of tes3mp addition
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*/
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}
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}
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// Make guards go aggressive with creatures that are in combat, unless the creature is a follower or escorter
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// Make guards go aggressive with creatures that are in combat, unless the creature is a follower or escorter
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@ -882,7 +894,7 @@ namespace MWMechanics
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/*
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/*
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Start of tes3mp change (major)
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Start of tes3mp change (major)
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We need player-controlled NPCs to not automatically unequip
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We need DedicatedPlayers to not automatically unequip
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their light-emitting items, so a 2nd condition has been added
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their light-emitting items, so a 2nd condition has been added
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for them
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for them
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*/
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*/
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