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Allow Actors to pick an attack type/animation when no AI applies

This commit is contained in:
Zackhasacat 2024-05-15 11:39:02 -05:00
parent 2bed7450b6
commit 1e05bb20bf

View File

@ -1645,12 +1645,14 @@ namespace MWMechanics
{ {
std::string startKey = "start"; std::string startKey = "start";
std::string stopKey = "stop"; std::string stopKey = "stop";
MWBase::LuaManager::ActorControls* actorControls
= MWBase::Environment::get().getLuaManager()->getActorControls(mPtr);
if (mWeaponType != ESM::Weapon::PickProbe && !isRandomAttackAnimation(mCurrentWeapon)) if (mWeaponType != ESM::Weapon::PickProbe && !isRandomAttackAnimation(mCurrentWeapon))
{ {
if (weapclass == ESM::WeaponType::Ranged || weapclass == ESM::WeaponType::Thrown) if (weapclass == ESM::WeaponType::Ranged || weapclass == ESM::WeaponType::Thrown)
mAttackType = "shoot"; mAttackType = "shoot";
else if (mPtr == getPlayer()) else if (mPtr == getPlayer() || actorControls->mDisableAI)
{ {
if (Settings::game().mBestAttack) if (Settings::game().mBestAttack)
{ {