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Crime: mark witnesses as alarmed.
Fixes guard dialogue to properly detect if the player turned himself in.
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@ -763,6 +763,7 @@ namespace MWMechanics
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// TODO: Not a complete list, disposition changes?
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creatureStats.setHostile(false);
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creatureStats.setAttacked(false);
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creatureStats.setAlarmed(false);
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// Update witness crime id
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npcStats.setCrimeId(-1);
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@ -866,6 +866,9 @@ namespace MWMechanics
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{
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it1->getClass().getNpcStats(*it1).setCrimeId(id);
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}
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// Mark as Alarmed for dialogue
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it1->getClass().getCreatureStats(*it1).setAlarmed(true);
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}
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break; // Someone saw the crime and everyone has been told
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}
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