forked from mirror/openmw-tes3mp
Revert "Change all AI packages (except AiActivate) to use ActorIds"
Causes potential infinite loops (AiSequence::fill -> AiPackage() -> getCreatureStats -> ensureCustomData -> ..)
This reverts commit 2e9985c1a3
.
This commit is contained in:
parent
028e00c98f
commit
36d9ae17cc
11 changed files with 61 additions and 86 deletions
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@ -540,7 +540,7 @@ namespace MWMechanics
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MWMechanics::CreatureStats& summonedCreatureStats = ref.getPtr().getClass().getCreatureStats(ref.getPtr());
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// Make the summoned creature follow its master and help in fights
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AiFollow package(ptr);
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AiFollow package(ptr.getRefData().getHandle());
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summonedCreatureStats.getAiSequence().stack(package, ref.getPtr());
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int creatureActorId = summonedCreatureStats.getActorId();
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@ -759,7 +759,7 @@ namespace MWMechanics
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&& MWBase::Environment::get().getWorld()->getLOS(ptr, player)
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&& MWBase::Environment::get().getMechanicsManager()->awarenessCheck(player, ptr))
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{
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creatureStats.getAiSequence().stack(AiPursue(player), ptr);
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creatureStats.getAiSequence().stack(AiPursue(player.getClass().getId(player)), ptr);
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creatureStats.setAlarmed(true);
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npcStats.setCrimeId(MWBase::Environment::get().getWorld()->getPlayer().getNewCrimeId());
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}
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@ -788,7 +788,7 @@ namespace MWMechanics
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else if (!creatureStats.isHostile())
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{
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if (ptr.getClass().isClass(ptr, "Guard"))
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creatureStats.getAiSequence().stack(AiPursue(player), ptr);
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creatureStats.getAiSequence().stack(AiPursue(player.getClass().getId(player)), ptr);
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else
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{
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MWBase::Environment::get().getMechanicsManager()->startCombat(ptr, player);
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@ -81,7 +81,7 @@ namespace MWMechanics
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// NOTE: MIN_DIST_TO_DOOR_SQUARED is defined in obstacle.hpp
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AiCombat::AiCombat(const MWWorld::Ptr& actor) :
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mTargetActorId(actor.getClass().getCreatureStats(actor).getActorId()),
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mTarget(actor),
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mTimerAttack(0),
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mTimerReact(0),
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mTimerCombatMove(0),
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@ -153,9 +153,7 @@ namespace MWMechanics
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|| actor.getClass().getCreatureStats(actor).getHealth().getCurrent() <= 0)
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return true;
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MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId);
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if(target.getClass().getCreatureStats(target).isDead())
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if(mTarget.getClass().getCreatureStats(mTarget).isDead())
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return true;
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//Update every frame
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@ -327,7 +325,7 @@ namespace MWMechanics
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ESM::Position pos = actor.getRefData().getPosition();
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Ogre::Vector3 vActorPos(pos.pos);
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Ogre::Vector3 vTargetPos(target.getRefData().getPosition().pos);
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Ogre::Vector3 vTargetPos(mTarget.getRefData().getPosition().pos);
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Ogre::Vector3 vDirToTarget = vTargetPos - vActorPos;
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bool isStuck = false;
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@ -398,7 +396,7 @@ namespace MWMechanics
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else // remote pathfinding
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{
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bool preferShortcut = false;
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bool inLOS = MWBase::Environment::get().getWorld()->getLOS(actor, target);
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bool inLOS = MWBase::Environment::get().getWorld()->getLOS(actor, mTarget);
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if(mReadyToAttack) isStuck = false;
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@ -434,7 +432,7 @@ namespace MWMechanics
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mFollowTarget = false;
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buildNewPath(actor, target); //may fail to build a path, check before use
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buildNewPath(actor); //may fail to build a path, check before use
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//delete visited path node
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mPathFinder.checkWaypoint(pos.pos[0],pos.pos[1],pos.pos[2]);
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@ -478,9 +476,9 @@ namespace MWMechanics
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//less than in time of playing weapon anim from 'start' to 'hit' tags (t_swing)
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//then start attacking
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float speed1 = actorCls.getSpeed(actor);
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float speed2 = target.getClass().getSpeed(target);
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if(target.getClass().getMovementSettings(target).mPosition[0] == 0
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&& target.getClass().getMovementSettings(target).mPosition[1] == 0)
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float speed2 = mTarget.getClass().getSpeed(mTarget);
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if(mTarget.getClass().getMovementSettings(mTarget).mPosition[0] == 0
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&& mTarget.getClass().getMovementSettings(mTarget).mPosition[1] == 0)
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speed2 = 0;
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float s1 = distToTarget - weapRange;
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@ -572,9 +570,9 @@ namespace MWMechanics
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return false;
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}
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void AiCombat::buildNewPath(const MWWorld::Ptr& actor, const MWWorld::Ptr& target)
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void AiCombat::buildNewPath(const MWWorld::Ptr& actor)
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{
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Ogre::Vector3 newPathTarget = Ogre::Vector3(target.getRefData().getPosition().pos);
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Ogre::Vector3 newPathTarget = Ogre::Vector3(mTarget.getRefData().getPosition().pos);
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float dist;
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@ -629,12 +627,9 @@ namespace MWMechanics
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return 1;
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}
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std::string AiCombat::getTargetId() const
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const std::string &AiCombat::getTargetId() const
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{
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MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId);
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if (target.isEmpty())
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return "";
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return target.getRefData().getHandle();
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return mTarget.getRefData().getHandle();
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}
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@ -31,7 +31,7 @@ namespace MWMechanics
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virtual unsigned int getPriority() const;
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///Returns target ID
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std::string getTargetId() const;
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const std::string &getTargetId() const;
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private:
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PathFinder mPathFinder;
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@ -53,7 +53,7 @@ namespace MWMechanics
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ESM::Position mLastPos;
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MWMechanics::Movement mMovement;
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int mTargetActorId;
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MWWorld::Ptr mTarget;
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const MWWorld::CellStore* mCell;
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ObstacleCheck mObstacleCheck;
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@ -63,7 +63,7 @@ namespace MWMechanics
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MWWorld::CellRefList<ESM::Door>::List::iterator mDoorIter;
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MWWorld::CellRefList<ESM::Door>& mDoors;
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void buildNewPath(const MWWorld::Ptr& actor, const MWWorld::Ptr& target);
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void buildNewPath(const MWWorld::Ptr& actor);
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};
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}
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@ -8,8 +8,6 @@
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#include "../mwworld/class.hpp"
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#include "../mwworld/timestamp.hpp"
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#include "../mwmechanics/creaturestats.hpp"
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#include "steering.hpp"
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#include "movement.hpp"
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@ -21,8 +19,8 @@
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namespace MWMechanics
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{
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AiEscort::AiEscort(const MWWorld::Ptr& actor, int duration, float x, float y, float z)
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: mActorId(actor.getClass().getCreatureStats(actor).getActorId()), mX(x), mY(y), mZ(z), mDuration(duration)
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AiEscort::AiEscort(const std::string &actorId, int duration, float x, float y, float z)
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: mActorId(actorId), mX(x), mY(y), mZ(z), mDuration(duration)
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, mCellX(std::numeric_limits<int>::max())
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, mCellY(std::numeric_limits<int>::max())
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{
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@ -40,8 +38,8 @@ namespace MWMechanics
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}
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}
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AiEscort::AiEscort(const MWWorld::Ptr& actor, const std::string &cellId,int duration, float x, float y, float z)
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: mActorId(actor.getClass().getCreatureStats(actor).getActorId()), mCellId(cellId), mX(x), mY(y), mZ(z), mDuration(duration)
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AiEscort::AiEscort(const std::string &actorId, const std::string &cellId,int duration, float x, float y, float z)
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: mActorId(actorId), mCellId(cellId), mX(x), mY(y), mZ(z), mDuration(duration)
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, mCellX(std::numeric_limits<int>::max())
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, mCellY(std::numeric_limits<int>::max())
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{
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@ -77,14 +75,7 @@ namespace MWMechanics
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return true;
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}
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const MWWorld::Ptr follower = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mActorId);
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if (follower.isEmpty())
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{
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// The follower disappeared
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MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
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return true;
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}
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const MWWorld::Ptr follower = MWBase::Environment::get().getWorld()->getPtr(mActorId, false);
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const float* const leaderPos = actor.getRefData().getPosition().pos;
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const float* const followerPos = follower.getRefData().getPosition().pos;
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double differenceBetween[3];
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@ -15,11 +15,11 @@ namespace MWMechanics
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/// Implementation of AiEscort
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/** The Actor will escort the specified actor to the world position x, y, z until they reach their position, or they run out of time
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\implement AiEscort **/
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AiEscort(const MWWorld::Ptr& actor,int duration, float x, float y, float z);
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AiEscort(const std::string &actorId,int duration, float x, float y, float z);
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/// Implementation of AiEscortCell
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/** The Actor will escort the specified actor to the cell position x, y, z until they reach their position, or they run out of time
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\implement AiEscortCell **/
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AiEscort(const MWWorld::Ptr& actor,const std::string &cellId,int duration, float x, float y, float z);
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AiEscort(const std::string &actorId,const std::string &cellId,int duration, float x, float y, float z);
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virtual AiEscort *clone() const;
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@ -28,7 +28,7 @@ namespace MWMechanics
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virtual int getTypeId() const;
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private:
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int mActorId;
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std::string mActorId;
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std::string mCellId;
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float mX;
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float mY;
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@ -11,26 +11,23 @@
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#include "steering.hpp"
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MWMechanics::AiFollow::AiFollow(const MWWorld::Ptr& actor,float duration, float x, float y, float z)
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: mAlwaysFollow(false), mDuration(duration), mX(x), mY(y), mZ(z), mCellId(""), AiPackage()
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MWMechanics::AiFollow::AiFollow(const std::string &actorId,float duration, float x, float y, float z)
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: mAlwaysFollow(false), mDuration(duration), mX(x), mY(y), mZ(z), mActorId(actorId), mCellId(""), AiPackage()
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{
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mActorId = actor.getClass().getCreatureStats(actor).getActorId();
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}
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MWMechanics::AiFollow::AiFollow(const MWWorld::Ptr& actor,const std::string &cellId,float duration, float x, float y, float z)
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: mAlwaysFollow(false), mDuration(duration), mX(x), mY(y), mZ(z), mCellId(cellId), AiPackage()
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MWMechanics::AiFollow::AiFollow(const std::string &actorId,const std::string &cellId,float duration, float x, float y, float z)
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: mAlwaysFollow(false), mDuration(duration), mX(x), mY(y), mZ(z), mActorId(actorId), mCellId(cellId), AiPackage()
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{
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mActorId = actor.getClass().getCreatureStats(actor).getActorId();
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}
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MWMechanics::AiFollow::AiFollow(const MWWorld::Ptr& actor)
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: mAlwaysFollow(true), mDuration(0), mX(0), mY(0), mZ(0), mCellId(""), AiPackage()
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MWMechanics::AiFollow::AiFollow(const std::string &actorId)
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: mAlwaysFollow(true), mDuration(0), mX(0), mY(0), mZ(0), mActorId(actorId), mCellId(""), AiPackage()
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{
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mActorId = actor.getClass().getCreatureStats(actor).getActorId();
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}
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bool MWMechanics::AiFollow::execute (const MWWorld::Ptr& actor,float duration)
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{
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const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mActorId); //The target to follow
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const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mActorId, false); //The target to follow
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if(target == MWWorld::Ptr()) return true; //Target doesn't exist
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@ -78,8 +75,7 @@ bool MWMechanics::AiFollow::execute (const MWWorld::Ptr& actor,float duration)
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std::string MWMechanics::AiFollow::getFollowedActor()
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{
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const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mActorId); //The target to follow
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return target.getCellRef().mRefID;
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return mActorId;
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}
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MWMechanics::AiFollow *MWMechanics::AiFollow::clone() const
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@ -15,11 +15,11 @@ namespace MWMechanics
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{
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public:
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/// Follow Actor for duration or until you arrive at a world position
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AiFollow(const MWWorld::Ptr& actor,float duration, float X, float Y, float Z);
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AiFollow(const std::string &ActorId,float duration, float X, float Y, float Z);
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/// Follow Actor for duration or until you arrive at a position in a cell
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AiFollow(const MWWorld::Ptr& actor,const std::string &CellId,float duration, float X, float Y, float Z);
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AiFollow(const std::string &ActorId,const std::string &CellId,float duration, float X, float Y, float Z);
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/// Follow Actor indefinitively
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AiFollow(const MWWorld::Ptr& actor);
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AiFollow(const std::string &ActorId);
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virtual AiFollow *clone() const;
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@ -38,7 +38,7 @@ namespace MWMechanics
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float mX;
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float mY;
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float mZ;
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int mActorId; // The actor we should follow
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std::string mActorId;
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std::string mCellId;
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};
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}
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@ -7,14 +7,12 @@
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#include "../mwworld/action.hpp"
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#include "../mwworld/cellstore.hpp"
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#include "../mwmechanics/creaturestats.hpp"
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#include "steering.hpp"
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#include "movement.hpp"
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#include "creaturestats.hpp"
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MWMechanics::AiPursue::AiPursue(const MWWorld::Ptr& actor)
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: mActorId(actor.getClass().getCreatureStats(actor).getActorId())
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MWMechanics::AiPursue::AiPursue(const std::string &objectId)
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: mObjectId(objectId)
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{
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}
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MWMechanics::AiPursue *MWMechanics::AiPursue::clone() const
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@ -25,7 +23,7 @@ bool MWMechanics::AiPursue::execute (const MWWorld::Ptr& actor, float duration)
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{
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ESM::Position pos = actor.getRefData().getPosition(); //position of the actor
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const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mActorId); //The target to follow
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const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mObjectId, false); //The target to follow
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if(target == MWWorld::Ptr())
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return true; //Target doesn't exist
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if(distance(dest, pos.pos[0], pos.pos[1], pos.pos[2]) < 100) { //Stop when you get close
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actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
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target.getClass().activate(target,actor).get()->execute(actor); //Arrest player
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MWWorld::Ptr target = MWBase::Environment::get().getWorld()->getPtr(mObjectId,false);
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MWWorld::Class::get(target).activate(target,actor).get()->execute(actor); //Arrest player
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return true;
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}
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else {
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@ -16,14 +16,14 @@ namespace MWMechanics
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{
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public:
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///Constructor
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/** \param actor Actor to pursue **/
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AiPursue(const MWWorld::Ptr& actor);
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/** \param objectId Actor to pursue **/
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AiPursue(const std::string &objectId);
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virtual AiPursue *clone() const;
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virtual bool execute (const MWWorld::Ptr& actor,float duration);
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virtual int getTypeId() const;
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private:
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int mActorId; // The actor to pursue
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std::string mObjectId;
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int mCellX;
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int mCellY;
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};
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@ -175,8 +175,7 @@ void MWMechanics::AiSequence::fill(const ESM::AIPackageList &list)
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else if (it->mType == ESM::AI_Escort)
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{
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ESM::AITarget data = it->mTarget;
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MWWorld::Ptr target = MWBase::Environment::get().getWorld()->getPtr(data.mId.toString(), false);
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package = new MWMechanics::AiEscort(target, data.mDuration, data.mX, data.mY, data.mZ);
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package = new MWMechanics::AiEscort(data.mId.toString(), data.mDuration, data.mX, data.mY, data.mZ);
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}
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else if (it->mType == ESM::AI_Travel)
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{
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@ -191,8 +190,7 @@ void MWMechanics::AiSequence::fill(const ESM::AIPackageList &list)
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else //if (it->mType == ESM::AI_Follow)
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{
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ESM::AITarget data = it->mTarget;
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MWWorld::Ptr target = MWBase::Environment::get().getWorld()->getPtr(data.mId.toString(), false);
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package = new MWMechanics::AiFollow(target, data.mDuration, data.mX, data.mY, data.mZ);
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package = new MWMechanics::AiFollow(data.mId.toString(), data.mDuration, data.mX, data.mY, data.mZ);
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}
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mPackages.push_back(package);
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}
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@ -91,7 +91,6 @@ namespace MWScript
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std::string actorID = runtime.getStringLiteral (runtime[0].mInteger);
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runtime.pop();
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MWWorld::Ptr actor = MWBase::Environment::get().getWorld()->getPtr(actorID, true);
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Interpreter::Type_Float duration = runtime[0].mFloat;
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runtime.pop();
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@ -108,7 +107,7 @@ namespace MWScript
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// discard additional arguments (reset), because we have no idea what they mean.
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for (unsigned int i=0; i<arg0; ++i) runtime.pop();
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MWMechanics::AiEscort escortPackage(actor, duration, x, y, z);
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MWMechanics::AiEscort escortPackage(actorID, duration, x, y, z);
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MWWorld::Class::get (ptr).getCreatureStats (ptr).getAiSequence().stack(escortPackage, ptr);
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std::cout << "AiEscort: " << x << ", " << y << ", " << z << ", " << duration
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@ -127,7 +126,6 @@ namespace MWScript
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std::string actorID = runtime.getStringLiteral (runtime[0].mInteger);
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runtime.pop();
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MWWorld::Ptr actor = MWBase::Environment::get().getWorld()->getPtr(actorID, true);
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||||
std::string cellID = runtime.getStringLiteral (runtime[0].mInteger);
|
||||
runtime.pop();
|
||||
|
@ -147,7 +145,7 @@ namespace MWScript
|
|||
// discard additional arguments (reset), because we have no idea what they mean.
|
||||
for (unsigned int i=0; i<arg0; ++i) runtime.pop();
|
||||
|
||||
MWMechanics::AiEscort escortPackage(actor, cellID, duration, x, y, z);
|
||||
MWMechanics::AiEscort escortPackage(actorID, cellID, duration, x, y, z);
|
||||
MWWorld::Class::get (ptr).getCreatureStats (ptr).getAiSequence().stack(escortPackage, ptr);
|
||||
|
||||
std::cout << "AiEscort: " << x << ", " << y << ", " << z << ", " << duration
|
||||
|
@ -283,7 +281,6 @@ namespace MWScript
|
|||
|
||||
std::string actorID = runtime.getStringLiteral (runtime[0].mInteger);
|
||||
runtime.pop();
|
||||
MWWorld::Ptr actor = MWBase::Environment::get().getWorld()->getPtr(actorID, true);
|
||||
|
||||
Interpreter::Type_Float duration = runtime[0].mFloat;
|
||||
runtime.pop();
|
||||
|
@ -300,7 +297,7 @@ namespace MWScript
|
|||
// discard additional arguments (reset), because we have no idea what they mean.
|
||||
for (unsigned int i=0; i<arg0; ++i) runtime.pop();
|
||||
|
||||
MWMechanics::AiFollow followPackage(actor, duration, x, y ,z);
|
||||
MWMechanics::AiFollow followPackage(actorID, duration, x, y ,z);
|
||||
MWWorld::Class::get (ptr).getCreatureStats (ptr).getAiSequence().stack(followPackage, ptr);
|
||||
|
||||
std::cout << "AiFollow: " << actorID << ", " << x << ", " << y << ", " << z << ", " << duration
|
||||
|
@ -319,7 +316,6 @@ namespace MWScript
|
|||
|
||||
std::string actorID = runtime.getStringLiteral (runtime[0].mInteger);
|
||||
runtime.pop();
|
||||
MWWorld::Ptr actor = MWBase::Environment::get().getWorld()->getPtr(actorID, true);
|
||||
|
||||
std::string cellID = runtime.getStringLiteral (runtime[0].mInteger);
|
||||
runtime.pop();
|
||||
|
@ -339,8 +335,8 @@ namespace MWScript
|
|||
// discard additional arguments (reset), because we have no idea what they mean.
|
||||
for (unsigned int i=0; i<arg0; ++i) runtime.pop();
|
||||
|
||||
MWMechanics::AiFollow followPackage(actor, cellID, duration, x, y ,z);
|
||||
ptr.getClass().getCreatureStats (ptr).getAiSequence().stack(followPackage, ptr);
|
||||
MWMechanics::AiFollow followPackage(actorID, cellID, duration, x, y ,z);
|
||||
MWWorld::Class::get (ptr).getCreatureStats (ptr).getAiSequence().stack(followPackage, ptr);
|
||||
std::cout << "AiFollow: " << actorID << ", " << x << ", " << y << ", " << z << ", " << duration
|
||||
<< std::endl;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue