Chris Robinson
1174b85ac8
Implement Disable/EnableTeleporting script functions
2013-07-27 00:14:55 -07:00
Chris Robinson
3298eb1b37
Implement HitOnMe script function
2013-07-26 10:50:23 -07:00
Chris Robinson
5379e607cb
Handle the OnPCHitMe script variable
2013-07-26 10:50:23 -07:00
Chris Robinson
f215d2cc30
Only raise weapon skills for the player
2013-07-26 10:50:23 -07:00
Chris Robinson
bec420c69b
Add Class::onHit for creatures
2013-07-26 10:50:23 -07:00
Chris Robinson
dd6edd21f8
Add a separate on-hit method to handle objects being hit
2013-07-26 10:50:23 -07:00
Emanuel Guevel
aa14656ff2
esmtool: fix swapped comparison operators
2013-07-26 10:24:15 +02:00
Emanuel Guevel
e7459a04b1
Fix always false comparison
...
SDL_GetWindowWMInfo result of type SDL_bool (SDL_TRUE = 1 or
SDL_FALSE = 0) should not be compared to -1.
2013-07-26 10:24:15 +02:00
Marc Zinnschlag
3fbbbdc64b
Merge remote-tracking branch 'scrawl/master'
2013-07-26 08:06:53 +02:00
Chris Robinson
a569ae367e
Fix hit chance calculation
2013-07-25 13:09:26 -07:00
Chris Robinson
6195062d72
Try to figure out what gets hit
...
This isn't the greatest. The distance multiplier is a guess, and a sphere cast
may be better.
2013-07-25 12:58:43 -07:00
Chris Robinson
b3a057d679
Handle hit chance and damage calculation
...
Math is based on what the UESP describes, with some tweaks (using
fatigue term, and the fCombatCriticalStrikeMult GMST):
http://www.uesp.net/wiki/Morrowind:Combat
2013-07-25 08:15:42 -07:00
Chris Robinson
1dcc893703
Merge remote-tracking branch 'zini/master' into combat
2013-07-25 01:16:49 -07:00
Chris Robinson
4ad28ed369
Don't play a weapon-down sound when unreadying a spell
2013-07-25 00:46:20 -07:00
Chris Robinson
92cc566fdc
Rename the Class::attack method to Class::hit
2013-07-25 00:30:01 -07:00
Chris Robinson
fb0ee7f2fc
Improve constness of the Nif RecordPtr structs
2013-07-24 23:58:35 -07:00
Chris Robinson
8e24cab935
Strip trailing whitespace from textkeys
2013-07-24 23:21:19 -07:00
Chris Robinson
0db02af807
Set up the weapon state in the CharacterController constructor
2013-07-24 21:08:16 -07:00
Chris Robinson
d9a9c3d6bd
Handle the "land" soundgen type
2013-07-24 10:36:04 -07:00
Chris Robinson
705498ec24
Play a swish sound when attacking
2013-07-24 10:34:53 -07:00
Chris Robinson
d8ec813939
Say something from the "hit" dialog topic when losing health
2013-07-24 10:02:50 -07:00
Chris Robinson
59f1bc7542
Use time values for the aniamtion's start, stop, and loop points
...
This seems to be closer to the expected behavior. This more cleanly handles 0-
length animations, especially where the start marker comes after the stop
marker while still being on the same time key.
2013-07-24 08:38:36 -07:00
Chris Robinson
bf1d907d07
Don't play casting animations for enchantments
2013-07-24 05:39:15 -07:00
Chris Robinson
cc8e8c1272
Use the attack strength as determined by how long the attack was held
2013-07-24 03:18:53 -07:00
Chris Robinson
0c8d4d9be2
Add beginnings of melee hits
2013-07-24 02:51:42 -07:00
Chris Robinson
45302f9e25
Handle controllers in the NPC's bound object parts
2013-07-23 22:05:03 -07:00
Chris Robinson
11b094559f
Play the appropriate casting animation sound
2013-07-23 11:12:19 -07:00
Emanuel Guevel
70a5a83419
Change the formula used to calculate initial NPC health
2013-07-23 16:48:54 +02:00
Chris Robinson
17282c69b1
Handle spell-casting animation sequences
2013-07-23 07:30:54 -07:00
Chris Robinson
4d157cb19a
Handle marksmen weapon attack sequences
2013-07-23 06:13:08 -07:00
Chris Robinson
fecb8c1cc4
Fix the completion amount for 0-length anims
2013-07-23 05:30:37 -07:00
Chris Robinson
d5d832846e
Rename the follow-up upper character state enum
2013-07-23 04:56:49 -07:00
Chris Robinson
537d5c4934
Avoid trying to play animations without any animation sources
2013-07-23 04:36:25 -07:00
Chris Robinson
ad6d663e09
Remove some unnecessary debug messages
2013-07-23 03:44:52 -07:00
Chris Robinson
24567294ff
Move NPC state update handling into a separate method
2013-07-23 03:26:24 -07:00
Chris Robinson
22e07968af
Store the current weapon group name
2013-07-23 02:50:52 -07:00
Chris Robinson
0240efa6cf
Improve weapon attack logic to better handle picks, probes, and h2h
2013-07-23 02:28:58 -07:00
Chris Robinson
ef17fdeb15
Remove some unused methods
2013-07-23 01:37:41 -07:00
Marc Zinnschlag
ec575200e3
Merge remote-tracking branch 'gus/MeleeCombat2'
...
Conflicts:
apps/openmw/mwrender/animation.cpp
2013-07-23 09:12:23 +02:00
Marc Zinnschlag
66534a45da
replaced double click in table with a context menu item (edit) because double click was interfering with basic table functionality
2013-07-21 17:53:39 +02:00
Marc Zinnschlag
5dc1aceae1
Merge remote-tracking branch 'potatoesmaster/bug-664'
2013-07-21 16:50:02 +02:00
Emanuel Guevel
48f0e64ec3
Fix health calculation at character creation
2013-07-21 11:02:03 +02:00
Emanuel Guevel
1c330fc899
Use the correct formula for NPC health initialization
2013-07-21 10:13:46 +02:00
Marc Zinnschlag
3d792a60fb
updated credits file
2013-07-20 22:53:48 +02:00
Emanuel Guevel
2356e6218e
Complete health increase on level up
2013-07-20 22:14:10 +02:00
Emanuel Guevel
2a0644a7c3
Move some levelup logic from mwgui to mwmechanics
2013-07-20 22:14:10 +02:00
Emanuel Guevel
7837dcdc19
Calculate NPC health on loading instead of updating it continually
...
Only NPC with auto-calculated stats are concerned.
2013-07-20 22:14:10 +02:00
Emanuel Guevel
074e241c32
MWMechanics::DynamicStat: fix members initialization
2013-07-20 22:14:09 +02:00
Marc Zinnschlag
a8168c58c2
Merge remote-tracking branch 'kolek/thirdpersonzoom'
2013-07-20 18:29:59 +02:00
Kolzi
d12bac2d9e
Third person zoom - fixed code review issues.
2013-07-20 16:55:35 +02:00