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Fix being able to jump when overencumbered
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parent
e6c59f5585
commit
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@ -969,6 +969,9 @@ namespace MWClass
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float Npc::getJump(const MWWorld::Ptr &ptr) const
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{
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if(getEncumbrance(ptr) > getCapacity(ptr))
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return 0.f;
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const NpcCustomData *npcdata = static_cast<const NpcCustomData*>(ptr.getRefData().getCustomData());
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const GMST& gmst = getGmst();
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const MWMechanics::MagicEffects &mageffects = npcdata->mNpcStats.getMagicEffects();
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@ -371,6 +371,7 @@ namespace MWInput
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{
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mPlayer->setUpDown (1);
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triedToMove = true;
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mOverencumberedMessageDelay = 0.f;
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}
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if (mAlwaysRunActive)
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@ -1414,29 +1414,32 @@ void CharacterController::update(float duration)
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{
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// Started a jump.
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float z = cls.getJump(mPtr);
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if(vec.x == 0 && vec.y == 0)
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vec = Ogre::Vector3(0.0f, 0.0f, z);
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else
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if (z > 0)
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{
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Ogre::Vector3 lat = Ogre::Vector3(vec.x, vec.y, 0.0f).normalisedCopy();
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vec = Ogre::Vector3(lat.x, lat.y, 1.0f) * z * 0.707f;
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if(vec.x == 0 && vec.y == 0)
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vec = Ogre::Vector3(0.0f, 0.0f, z);
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else
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{
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Ogre::Vector3 lat = Ogre::Vector3(vec.x, vec.y, 0.0f).normalisedCopy();
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vec = Ogre::Vector3(lat.x, lat.y, 1.0f) * z * 0.707f;
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}
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// advance acrobatics
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if (mPtr.getRefData().getHandle() == "player")
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cls.skillUsageSucceeded(mPtr, ESM::Skill::Acrobatics, 0);
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// decrease fatigue
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const MWWorld::Store<ESM::GameSetting> &gmst = world->getStore().get<ESM::GameSetting>();
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const float fatigueJumpBase = gmst.find("fFatigueJumpBase")->getFloat();
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const float fatigueJumpMult = gmst.find("fFatigueJumpMult")->getFloat();
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float normalizedEncumbrance = mPtr.getClass().getNormalizedEncumbrance(mPtr);
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if (normalizedEncumbrance > 1)
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normalizedEncumbrance = 1;
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const int fatigueDecrease = fatigueJumpBase + (1 - normalizedEncumbrance) * fatigueJumpMult;
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DynamicStat<float> fatigue = cls.getCreatureStats(mPtr).getFatigue();
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fatigue.setCurrent(fatigue.getCurrent() - fatigueDecrease);
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cls.getCreatureStats(mPtr).setFatigue(fatigue);
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}
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// advance acrobatics
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if (mPtr.getRefData().getHandle() == "player")
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cls.skillUsageSucceeded(mPtr, ESM::Skill::Acrobatics, 0);
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// decrease fatigue
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const MWWorld::Store<ESM::GameSetting> &gmst = world->getStore().get<ESM::GameSetting>();
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const float fatigueJumpBase = gmst.find("fFatigueJumpBase")->getFloat();
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const float fatigueJumpMult = gmst.find("fFatigueJumpMult")->getFloat();
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float normalizedEncumbrance = mPtr.getClass().getNormalizedEncumbrance(mPtr);
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if (normalizedEncumbrance > 1)
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normalizedEncumbrance = 1;
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const int fatigueDecrease = fatigueJumpBase + (1 - normalizedEncumbrance) * fatigueJumpMult;
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DynamicStat<float> fatigue = cls.getCreatureStats(mPtr).getFatigue();
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fatigue.setCurrent(fatigue.getCurrent() - fatigueDecrease);
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cls.getCreatureStats(mPtr).setFatigue(fatigue);
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}
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else if(mJumpState == JumpState_InAir)
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{
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