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