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fix hardcoded melee attack ranges
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05794505c8
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@ -54,11 +54,11 @@ namespace MWMechanics
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AiCombatStorage():
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mAttackCooldown(0),
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mTimerReact(0),
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mTimerReact(AI_REACTION_TIME),
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mTimerCombatMove(0),
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mReadyToAttack(false),
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mAttack(false),
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mAttackRange(200), // default attack range (same as in Creature::Hit)
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mAttackRange(0),
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mCombatMove(false),
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mLastTargetPos(0,0,0),
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mCell(NULL),
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@ -159,8 +159,11 @@ namespace MWMechanics
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|| target.getClass().getCreatureStats(target).isDead())
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return true;
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//Update every frame
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storage.mReadyToAttack = pathTo(actor, target.getRefData().getPosition().pos, duration, storage.mAttackRange);
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if (storage.mCurrentAction.get()) // need to wait to init action with it's attack range
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{
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//Update every frame
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storage.mReadyToAttack = pathTo(actor, target.getRefData().getPosition().pos, duration, storage.mAttackRange);
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}
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storage.updateCombatMove(duration);
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if (storage.mReadyToAttack) updateActorsMovement(actor, duration, storage);
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@ -44,7 +44,8 @@ float suggestCombatRange(int rangeTypes)
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{
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if (rangeTypes & Touch)
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{
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return 100.f;
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static const float fCombatDistance = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fCombatDistance")->getFloat();
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return fCombatDistance;
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}
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else if (rangeTypes & Target)
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{
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