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1 changed files with 5 additions and 5 deletions
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@ -239,7 +239,6 @@ namespace MWMechanics
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if(smoothTurn(actor, Ogre::Degree(movement.mRotation[0]), 0)) movement.mRotation[0] = 0;
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}
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//TODO: Some skills affect period of strikes.For berserk-like style period ~ 0.25f
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float attacksPeriod = 1.0f;
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ESM::Weapon::AttackType attackType;
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@ -260,7 +259,7 @@ namespace MWMechanics
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if (!minMaxAttackDurationInitialised)
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{
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// TODO: this must be updated when a different weapon is equipped
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// FIXME: attack durations would be easier to control if we interact more closely with the CharacterController
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// TODO: it would be much easier to ask the CharacterController about the current % completion of the weapon wind-up animation
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getMinMaxAttackDuration(actor, minMaxAttackDuration);
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minMaxAttackDurationInitialised = true;
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}
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@ -319,6 +318,10 @@ namespace MWMechanics
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float rangeAttack = 0;
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float rangeFollow = 0;
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boost::shared_ptr<Action>& currentAction = storage.mCurrentAction;
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// TODO: upperBodyReady() works fine for checking if we can start an attack,
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// but doesn't work properly for checking if the attack is finished (as things like hit recovery or knockdown also play on the upper body)
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// Only a minor problem, but can mess with the actionCooldown timer.
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// To fix this the AI needs to be brought closer to the CharacterController, so we can simply check if a weapon animation is playing.
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if (anim->upperBodyReady())
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{
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currentAction = prepareNextAction(actor, target);
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@ -654,9 +657,6 @@ namespace MWMechanics
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}
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}
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// NOTE: This section gets updated every tReaction, which is currently hard
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// coded at 250ms or 1/4 second
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//
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// TODO: Add a parameter to vary DURATION_SAME_SPOT?
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if((distToTarget > rangeAttack || followTarget) &&
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mObstacleCheck.check(actor, tReaction)) // check if evasive action needed
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