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Merge pull request #2463 from Capostrophic/crit
Vanilla-friendly ranged crits (bug #5067)
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134631ad72
@ -109,6 +109,7 @@
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Bug #5056: Calling Cast function on player doesn't equip the spell but casts it
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Bug #5060: Magic effect visuals stop when death animation begins instead of when it ends
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Bug #5063: Shape named "Tri Shadow" in creature mesh is visible if it isn't hidden
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Bug #5067: Ranged attacks on unaware opponents ("critical hits") differ from the vanilla engine
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Bug #5069: Blocking creatures' attacks doesn't degrade shields
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Bug #5074: Paralyzed actors greet the player
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Bug #5075: Enchanting cast style can be changed if there's no object
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@ -229,23 +229,18 @@ namespace MWMechanics
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applyWerewolfDamageMult(victim, projectile, damage);
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if (attacker == getPlayer())
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{
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attacker.getClass().skillUsageSucceeded(attacker, weaponSkill, 0);
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const MWMechanics::AiSequence& sequence = victim.getClass().getCreatureStats(victim).getAiSequence();
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bool unaware = !sequence.isInCombat()
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&& !MWBase::Environment::get().getMechanicsManager()->awarenessCheck(attacker, victim);
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if (unaware)
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{
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damage *= gmst.find("fCombatCriticalStrikeMult")->mValue.getFloat();
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MWBase::Environment::get().getWindowManager()->messageBox("#{sTargetCriticalStrike}");
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MWBase::Environment::get().getSoundManager()->playSound3D(victim, "critical damage", 1.0f, 1.0f);
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}
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}
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if (victim.getClass().getCreatureStats(victim).getKnockedDown())
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const MWMechanics::AiSequence& sequence = victim.getClass().getCreatureStats(victim).getAiSequence();
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bool unaware = attacker == getPlayer() && !sequence.isInCombat()
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&& !MWBase::Environment::get().getMechanicsManager()->awarenessCheck(attacker, victim);
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bool knockedDown = victim.getClass().getCreatureStats(victim).getKnockedDown();
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if (knockedDown || unaware)
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{
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damage *= gmst.find("fCombatKODamageMult")->mValue.getFloat();
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if (!knockedDown)
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MWBase::Environment::get().getSoundManager()->playSound3D(victim, "critical damage", 1.0f, 1.0f);
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}
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}
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reduceWeaponCondition(damage, validVictim, weapon, attacker);
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