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final warnings removal
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7df8273d71
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@ -26,6 +26,10 @@ namespace
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return 1.0;
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return -1.0;
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}
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void determineAttackType(const MWWorld::Ptr& actor, MWMechanics::Movement &movement);
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//chooses an attack depending on probability to avoid uniformity
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void chooseBestAttack(const ESM::Weapon* weapon, MWMechanics::Movement &movement);
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}
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namespace MWMechanics
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@ -256,7 +260,7 @@ namespace MWMechanics
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//less than in time of playing weapon anim from 'start' to 'hit' tags (t_swing)
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//then start attacking
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float speed1 = cls.getSpeed(actor);
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float speed2 = cls.getSpeed(mTarget);
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float speed2 = mTarget.getClass().getSpeed(mTarget);
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if(actor.getClass().getMovementSettings(mTarget).mPosition[0] == 0
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&& actor.getClass().getMovementSettings(mTarget).mPosition[1] == 0)
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speed2 = 0;
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@ -357,19 +361,22 @@ namespace MWMechanics
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{
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return new AiCombat(*this);
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}
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}
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void determineAttackType(const MWWorld::Ptr& actor, MWMechanics::Movement &movement)
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{
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namespace
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{
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void determineAttackType(const MWWorld::Ptr& actor, MWMechanics::Movement &movement)
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{
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if (movement.mPosition[0] && !movement.mPosition[1]) //sideway
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actor.getClass().getCreatureStats(actor).setAttackType(MWMechanics::CreatureStats::AT_Slash);
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else if (movement.mPosition[1]) //forward
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actor.getClass().getCreatureStats(actor).setAttackType(MWMechanics::CreatureStats::AT_Thrust);
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else
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actor.getClass().getCreatureStats(actor).setAttackType(MWMechanics::CreatureStats::AT_Chop);
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}
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}
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void chooseBestAttack(const ESM::Weapon* weapon, MWMechanics::Movement &movement)
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{
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void chooseBestAttack(const ESM::Weapon* weapon, MWMechanics::Movement &movement)
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{
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//the more damage attackType deals the more probability it has
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if (weapon == NULL)
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@ -402,6 +409,6 @@ namespace MWMechanics
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else if(roll <= (static_cast<float>(slash) + static_cast<float>(thrust))/total)
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movement.mPosition[1] = 1;
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//else chop
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}
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}
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}
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@ -45,10 +45,6 @@ namespace MWMechanics
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void buildNewPath(const MWWorld::Ptr& actor);
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};
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static void determineAttackType(const MWWorld::Ptr& actor, MWMechanics::Movement &movement);
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//chooses an attack depending on probability to avoid uniformity
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static void chooseBestAttack(const ESM::Weapon* weapon, MWMechanics::Movement &movement);
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}
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#endif
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