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Allow guards to pursue an invisible player (bug #4774)
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@ -3,6 +3,7 @@
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Bug #1952: Incorrect particle lighting
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Bug #3676: NiParticleColorModifier isn't applied properly
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Bug #4774: Guards are ignorant of an invisible player that tries to attack them
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Bug #5358: ForceGreeting always resets the dialogue window completely
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Bug #5363: Enchantment autocalc not always 0/1
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Bug #5364: Script fails/stops if trying to startscript an unknown script
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@ -3,6 +3,7 @@
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#include <components/esm/aisequence.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwbase/world.hpp"
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@ -42,8 +43,9 @@ bool AiPursue::execute (const MWWorld::Ptr& actor, CharacterController& characte
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if (target == MWWorld::Ptr() || !target.getRefData().getCount() || !target.getRefData().isEnabled())
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return true;
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if (isTargetMagicallyHidden(target))
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return true;
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if (!MWBase::Environment::get().getWorld()->getLOS(target, actor)
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|| !MWBase::Environment::get().getMechanicsManager()->awarenessCheck(target, actor))
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return false;
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if (target.getClass().getCreatureStats(target).isDead())
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return true;
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