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Merge pull request #1764 from akortunov/lightfix
Ignore lights without CanCarry flags when NPC selects torch
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commit
ecfc5fcd63
@ -32,6 +32,7 @@
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Bug #4451: Script fails to compile when using "Begin, [ScriptName]" syntax
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Bug #4453: Quick keys behaviour is invalid for equipment
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Bug #4454: AI opens doors too slow
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Bug #4457: Item without CanCarry flag prevents shield autoequipping in dark areas
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Feature #4256: Implement ToggleBorders (TB) console command
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Feature #3276: Editor: Search- Show number of (remaining) search results and indicate a search without any results
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Feature #4222: 360° screenshots
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@ -984,7 +984,8 @@ namespace MWMechanics
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MWWorld::ContainerStoreIterator torch = inventoryStore.end();
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for (MWWorld::ContainerStoreIterator it = inventoryStore.begin(); it != inventoryStore.end(); ++it)
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{
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if (it->getTypeName() == typeid(ESM::Light).name())
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if (it->getTypeName() == typeid(ESM::Light).name() &&
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it->getClass().canBeEquipped(*it, ptr).first)
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{
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torch = it;
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break;
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@ -1005,8 +1006,7 @@ namespace MWMechanics
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heldIter = inventoryStore.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
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// If we have a torch and can equip it, then equip it now.
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if (heldIter == inventoryStore.end()
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&& torch->getClass().canBeEquipped(*torch, ptr).first == 1)
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if (heldIter == inventoryStore.end())
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{
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inventoryStore.equip(MWWorld::InventoryStore::Slot_CarriedLeft, torch, ptr);
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}
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