forked from mirror/openmw-tes3mp
[Client] Enable head rotation AI for DedicatedActors
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1 changed files with 10 additions and 9 deletions
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@ -1152,19 +1152,17 @@ namespace MWMechanics
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/*
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Start of tes3mp change (major)
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Allow AI processing when LiveCellRefBase's isLocalActor set to true
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Allow AI processing for LocalActors and partially for DedicatedActors
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*/
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bool isAIActive = MWBase::Environment::get().getMechanicsManager()->isAIActive();
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bool isLocalActor = mwmp::Main::get().getCellController()->isLocalActor(actor);
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bool isDedicatedActor = mwmp::Main::get().getCellController()->isDedicatedActor(actor);
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//if (MWBase::Environment::get().getMechanicsManager()->isAIActive() && inProcessingRange)
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if ((MWBase::Environment::get().getMechanicsManager()->isAIActive() || isLocalActor)
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&& inProcessingRange)
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/*
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End of tes3mp change (major)
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*/
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if (inProcessingRange && (isAIActive || isLocalActor || isDedicatedActor))
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{
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if (timerUpdateAITargets == 0)
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if (timerUpdateAITargets == 0 && (isLocalActor || isAIActive))
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{
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if (iter->first != player)
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adjustCommandedActor(iter->first);
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@ -1190,10 +1188,10 @@ namespace MWMechanics
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iter->second->getCharacterController()->setHeadTrackTarget(headTrackTarget);
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}
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if (iter->first.getClass().isNpc() && iter->first != player)
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if (iter->first.getClass().isNpc() && iter->first != player && (isLocalActor || isAIActive))
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updateCrimePersuit(iter->first, duration);
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if (iter->first != player)
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if (iter->first != player && (isLocalActor || isAIActive))
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{
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CreatureStats &stats = iter->first.getClass().getCreatureStats(iter->first);
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if (isConscious(iter->first))
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@ -1202,6 +1200,9 @@ namespace MWMechanics
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if (stats.getAiSequence().isInCombat() && !stats.isDead()) hostilesCount++;
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}
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}
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/*
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End of tes3mp change (major)
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*/
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if(iter->first.getTypeName() == typeid(ESM::NPC).name())
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{
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