forked from mirror/openmw-tes3mp
Sheath weapon in all Ai packages except for AiCombat
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5 changed files with 14 additions and 0 deletions
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@ -5,6 +5,8 @@
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#include "../mwbase/world.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwmechanics/creaturestats.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/cellstore.hpp"
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@ -24,6 +26,8 @@ bool MWMechanics::AiActivate::execute (const MWWorld::Ptr& actor,float duration)
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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()->searchPtr(mObjectId, false); //The target to follow
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actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing);
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if(target == MWWorld::Ptr())
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return true; //Target doesn't exist
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@ -9,6 +9,8 @@
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#include "../mwworld/cellstore.hpp"
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#include "../mwworld/class.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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@ -72,6 +74,8 @@ namespace MWMechanics
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return true;
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}
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actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing);
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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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@ -35,6 +35,8 @@ bool MWMechanics::AiFollow::execute (const MWWorld::Ptr& actor,float duration)
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if(target == MWWorld::Ptr()) return true; //Target doesn't exist
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actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing);
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ESM::Position pos = actor.getRefData().getPosition(); //position of the actor
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if(!mAlwaysFollow) //Update if you only follow for a bit
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@ -38,6 +38,8 @@ bool AiPursue::execute (const MWWorld::Ptr& actor, float duration)
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if(target == MWWorld::Ptr())
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return true; //Target doesn't exist
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actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing);
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//Set the target desition from the actor
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ESM::Pathgrid::Point dest = target.getRefData().getPosition().pos;
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@ -44,6 +44,8 @@ namespace MWMechanics
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actor.getClass().getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, false);
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actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing);
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MWWorld::Ptr player = world->getPlayerPtr();
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if(cell->mData.mX != player.getCell()->getCell()->mData.mX)
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{
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