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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-26 09:35:28 +00:00

Added initialization of weapRange in AiCombat::execute().

Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
This commit is contained in:
Lukasz Gromanowski 2014-07-21 21:16:30 +02:00
parent 1a1f5dfc4a
commit 171c61022d

View File

@ -265,7 +265,7 @@ namespace MWMechanics
const ESM::Weapon *weapon = NULL; const ESM::Weapon *weapon = NULL;
MWMechanics::WeaponType weaptype; MWMechanics::WeaponType weaptype;
float weapRange; float weapRange = 1.0f;
actorClass.getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true); actorClass.getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);
@ -300,7 +300,7 @@ namespace MWMechanics
else //is creature else //is creature
{ {
weaptype = WeapType_HandToHand; //doesn't matter, should only reflect if it is melee or distant weapon weaptype = WeapType_HandToHand; //doesn't matter, should only reflect if it is melee or distant weapon
weapRange = 150; //TODO: use true attack range (the same problem in Creature::hit) weapRange = 150.0f; //TODO: use true attack range (the same problem in Creature::hit)
} }
float rangeAttack; float rangeAttack;