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Crime update: NPCs can report crimes if they didn't see the crime, but were alerted by someone who saw it and did not report it themselves.
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@ -930,7 +930,6 @@ namespace MWMechanics
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const MWWorld::ESMStore& esmStore = MWBase::Environment::get().getWorld()->getStore();
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bool reported = false;
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// Find all the actors within the alarm radius
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std::vector<MWWorld::Ptr> neighbors;
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@ -947,6 +946,8 @@ namespace MWMechanics
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bool victimAware = false;
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// Find actors who directly witnessed the crime
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bool crimeSeen = false;
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bool reported = false;
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for (std::vector<MWWorld::Ptr>::iterator it = neighbors.begin(); it != neighbors.end(); ++it)
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{
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if (*it == player)
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@ -974,15 +975,17 @@ namespace MWMechanics
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if (it->getClass().getCreatureStats(*it).getAiSequence().isInCombat(victim))
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continue;
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// Will the witness report the crime?
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if (it->getClass().getCreatureStats(*it).getAiSetting(CreatureStats::AI_Alarm).getBase() >= 100)
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{
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reported = true;
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}
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crimeSeen = true;
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}
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// Will the witness report the crime?
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if (it->getClass().getCreatureStats(*it).getAiSetting(CreatureStats::AI_Alarm).getBase() >= 100)
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{
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reported = true;
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}
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}
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if (reported)
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if (crimeSeen && reported)
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reportCrime(player, victim, type, arg);
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else if (victimAware && !victim.isEmpty() && type == OT_Assault)
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startCombat(victim, player);
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