clang-format-bot
ddb0522bbf
Apply clang-format to code base
2022-09-22 21:35:26 +03:00
florent.teppe
0dd529ab1d
With the records include removed from store.hpp, need to include the relevant files accross the codebase.Lots of touched files, but very little done
2022-09-06 13:26:13 +02:00
Evil Eye
150d1840d6
Use more string_view and const string&
2022-08-22 16:55:53 +02:00
Alexei Kotov
88bd3d559a
Don't headtrack or greet magically hidden actors (bug #5978 )
2022-07-29 10:47:50 +03:00
ζeh Matt
b2739dc84a
Avoid looking up settings from gmst each frame
2022-04-12 18:58:13 +03:00
ζeh Matt
08fae7be6e
Pass the prng from world where appropriate
2022-03-21 17:49:42 +02:00
Alexei Dobrohotov
fdd9e6a793
Always reduce weapon condition by the raw damage (bug #6559 )
2022-02-23 16:37:56 +03:00
Alexei Dobrohotov
7a0c13fcf8
Make better use of std::clamp
2021-11-06 08:47:32 +03:00
Evil Eye
31a7c83cc7
Fix a regression involving default arguments
2021-10-21 17:22:15 +02:00
Evil Eye
5805c0114a
Don't hit the ground
2021-10-14 17:40:03 +02:00
Evil Eye
bba80b07a2
Check if the target is an actor
2021-10-14 16:49:30 +02:00
Evil Eye
ae4578f566
Fix soul trapping for one shot kills
2021-10-11 21:46:15 +02:00
Bo Svensson
ef906cbfa8
improves MWClass mapping ( #3166 )
...
Currently, we use a peculiar mapping of ESM classes by their std::type_info::name. This mapping is an undefined behaviour because std::type_info::name is strictly implementation defined. It could return a non-unique value on some platforms. With this PR we use the unsigned int sRecordId of the ESM class as a more efficient lookup type that does not build on undefined behaviour. We can expect marginally faster save-game loading with these changes as well.
2021-10-11 13:46:21 +02:00
Evil Eye
e2fc5d87b3
Merge branch 'elemental_shields' into 'master'
...
Don't let elemental shields harm the player in god mode
Closes #5875
See merge request OpenMW/openmw!631
2021-03-02 06:45:38 +00:00
Alexei Dobrohotov
023bc80f55
Don't let elemental shields harm the player in god mode
2021-03-01 21:37:30 +00:00
Evil Eye
af0f94f03e
Play damage sound when hurt by elemental shields
2021-02-07 12:55:10 +01:00
Andrei Kortunov
5468fcb29f
Store attributes and skills values as floats (bug #4021 )
2020-06-03 17:34:15 +04:00
Capostrophic
db13984db0
Separate spell resistance
2020-04-26 21:13:59 +03:00
Capostrophic
40766d746c
Pick the correct aggressive actor in fight distance bias calculation
2020-04-22 16:06:42 +03:00
Bret Curtis
afb218fe29
Merge pull request #2564 from Capostrophic/enchant
...
Remove on-strike enchantment support for ranged weapon types (bug #5190 )
2019-10-23 15:11:36 +02:00
Capostrophic
fc7b4d73a8
Remove on-strike enchantment support for ranged weapon types (bug #5190 )
2019-10-20 13:34:42 +03:00
elsid
81832f8e17
Reuse distance functions
2019-10-19 12:51:37 +02:00
capostrophic
e2496af5c5
Vanilla-friendly ranged crits (bug #5067 )
2019-07-31 13:55:09 +03:00
Alexei Dobrohotov
29ebfe709e
Play 'Hand To Hand Hit' only for fatigue damage (bug #5093 )
2019-07-14 23:56:38 +03:00
Capostrophic
df89c6b6ce
Make unarmed creature attacks affect shield condition again (bug #5069 )
2019-06-20 20:45:52 +03:00
Capostrophic
25e52f7dfe
Use 2D distance for fight rating of vertically moving actors (bug #4961 )
2019-06-05 21:41:02 +03:00
Andrei Kortunov
1832f1759d
AI: use a consistent check if a target is hidden (bug #4920 )
2019-04-28 16:41:10 +04:00
Capostrophic
4138e29ca4
Add option to restore the previous ammo behavior
2019-02-22 17:18:23 +03:00
Capostrophic
b738cc0383
Make normal weapon resistance behavior closer to vanilla (bug #4384 )
...
Check both the ranged weapon and the projectile before modifying the damage
Don't attempt to apply NPC-specific werewolf damage mult to damage to creatures
2019-02-22 00:01:21 +03:00
Capostrophic
64d5cd17d6
Move werewolf silver damage mult applying into a new function
2019-02-22 00:01:21 +03:00
Capostrophic
808b8ce8db
Refactor normal weapon resistance
2019-02-22 00:01:21 +03:00
Capostrophic
54bd7b2dcf
Implement getItemNormalizedHealth() method and use it
2018-10-25 15:45:31 +03:00
Capostrophic
67de61e1fb
Avoid item condition and charge zero divisions
2018-10-24 19:06:55 +03:00
Capostrophic
7ef6fa9f61
Remove deprecated GMST get* functions
2018-08-29 18:38:12 +03:00
Yohaulticetl
7e9ce99062
Made the werewolf check optional
2018-08-14 19:56:40 +02:00
Yohaulticetl
18e51e0e98
Added check for werewolves
2018-08-14 19:44:03 +02:00
Yohaulticetl
d19cbdb652
Factored strength into hand-to-hand combat
2018-08-14 19:44:03 +02:00
Capostrophic
c79f96d0d2
Implement ranged crits (feature #3703 )
2018-07-29 19:42:44 +03:00
Capostrophic
bccba24c40
Make unarmed creature attacks not affect armor condition ( fixes #2455 )
2018-06-29 20:18:28 +03:00
Capostrophic
baaf65bc2c
Add vanilla enchanted weaponry behavior option, on by default ( fixes #4136 )
2018-03-31 11:46:23 +03:00
scrawl
03554b2f4b
Fix some style issues flagged by cppcheck
2017-10-15 17:06:58 +02:00
Andrei Kortunov
14b59e0e4b
Vanilla-like tgm ( fixes #3798 )
2017-03-25 22:40:11 +04:00
NeveHanter
811e9ad9f3
Fixed bug https://bugs.openmw.org/issues/3617 by allowing touch and target enchantments from ranged weapons and their projectiles to explode even when colliding with non-activable objects, terrain, water slab or when shoot underwater.
...
Also allowed projectiles to fly through the dead bodies as in vanilla.
2017-01-15 09:49:25 +01:00
MiroslavR
5e46121046
Implement fleeing AI ( Closes #1118 )
2016-11-16 20:15:25 +01:00
Allofich
bce0166931
Don't play blood effects for resisted hits
2016-09-12 22:46:32 +09:00
Allofich
b1be3596dc
Cleanup of #include statements
2016-06-18 10:56:28 +09:00
scrawl
d05603c7fe
Directly apply On Target 'When Strikes' enchantments instead of launching a projectile ( Fixes #3212 )
2016-02-22 19:42:54 +01:00
scrawl
62169a7039
Use a single-precision PositionAttitudeTransform in speed critical places
2015-11-22 19:54:26 +01:00
dteviot
77a1d947cc
extracted MWMechanics::getPlayer()
2015-08-21 21:12:39 +12:00
dteviot
0ee7407101
extracted common sub-expressions.
2015-08-20 18:17:02 +12:00