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Say attack voiced dialogue *after* the target is set up
Required for the CreatureTargetted filter to function properly
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parent
0b45a9e6b2
commit
56ff399f30
@ -1019,12 +1019,13 @@ namespace MWMechanics
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void MechanicsManager::startCombat(const MWWorld::Ptr &ptr, const MWWorld::Ptr &target)
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void MechanicsManager::startCombat(const MWWorld::Ptr &ptr, const MWWorld::Ptr &target)
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{
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{
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if (ptr.getClass().isNpc())
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MWBase::Environment::get().getDialogueManager()->say(ptr, "attack");
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ptr.getClass().getCreatureStats(ptr).getAiSequence().stack(MWMechanics::AiCombat(target), ptr);
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ptr.getClass().getCreatureStats(ptr).getAiSequence().stack(MWMechanics::AiCombat(target), ptr);
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if (target == MWBase::Environment::get().getWorld()->getPlayerPtr())
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if (target == MWBase::Environment::get().getWorld()->getPlayerPtr())
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ptr.getClass().getCreatureStats(ptr).setHostile(true);
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ptr.getClass().getCreatureStats(ptr).setHostile(true);
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// Must be done after the target is set up, so that CreatureTargetted dialogue filter works properly
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if (ptr.getClass().isNpc())
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MWBase::Environment::get().getDialogueManager()->say(ptr, "attack");
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}
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}
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void MechanicsManager::getObjectsInRange(const Ogre::Vector3 &position, float radius, std::vector<MWWorld::Ptr> &objects)
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void MechanicsManager::getObjectsInRange(const Ogre::Vector3 &position, float radius, std::vector<MWWorld::Ptr> &objects)
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