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fix for everybody

This commit is contained in:
mrcheko 2014-01-17 20:01:15 +02:00
parent 5357f569e6
commit 7df8273d71

View File

@ -358,7 +358,7 @@ namespace MWMechanics
return new AiCombat(*this);
}
void MWMechanics::determineAttackType(const MWWorld::Ptr& actor, MWMechanics::Movement &movement)
void determineAttackType(const MWWorld::Ptr& actor, MWMechanics::Movement &movement)
{
if (movement.mPosition[0] && !movement.mPosition[1]) //sideway
actor.getClass().getCreatureStats(actor).setAttackType(MWMechanics::CreatureStats::AT_Slash);
@ -368,7 +368,7 @@ namespace MWMechanics
actor.getClass().getCreatureStats(actor).setAttackType(MWMechanics::CreatureStats::AT_Chop);
}
void MWMechanics::chooseBestAttack(const ESM::Weapon* weapon, MWMechanics::Movement &movement)
void chooseBestAttack(const ESM::Weapon* weapon, MWMechanics::Movement &movement)
{
//the more damage attackType deals the more probability it has