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137 Commits

Author SHA1 Message Date
elsid
49f8445f87
Move AiSetting out of MWMechanics::CreatureStats
To replace creaturestats.hpp include in mwworld/class.hpp with forward
declaration reducing total size of preprocessed code.
2022-07-16 16:43:33 +02:00
unknown
1bc24d5120 Bring HitAttemptOnMe in line with HitOnMe 2022-04-30 18:32:10 +02:00
psi29a
1c70b9790c Merge branch 'covid_wont_stop_me' into 'master'
Don't reset last hit object if the ID doesn't match

Closes #6682

See merge request OpenMW/openmw!1727
2022-03-28 11:40:46 +00:00
Evil Eye
c1d700f770 Don't reset last hit object if the ID doesn't match 2022-03-28 11:40:46 +00:00
Evil Eye
7695f03c4c Remove unused variable 2022-03-27 17:20:22 +02:00
Evil Eye
dc495a685a Remove a member variable that doesn't get saved and remove fortify maximum health code 2022-02-10 20:32:59 +01:00
uramer
c31dedb89c Implement Yaw, Pitch and Use (attack / cast spell) in Lua self.controls 2022-02-01 18:47:20 +00:00
Bret Curtis
d1fb854521 move most of the files from esm to esm3, keep common code in esm; this is make space for a future with esm4
esm typo

esm typo
2022-01-23 17:04:48 +01:00
jvoisin
27af776735 Fix unnecessary float-to-double promotion 2022-01-04 22:01:52 +00:00
Evil Eye
c1f59b1221 Automatically drop workaround when the format is next updated 2021-12-24 23:17:50 +01:00
Evil Eye
3c40935ec1 Fix regression #6375 2021-10-31 11:57:33 +01:00
Evil Eye
289e1544d2 Don't wait a frame to recalculate magicka 2021-10-25 16:54:50 +02:00
Evil Eye
dc1fe62dde Overhaul magic effects to work with onApply and onEnd events 2021-09-29 19:25:10 +02:00
cc9cii
47a841d3b7 Fix/workaround for Issue #3246
OpenMW save file assumes the presence of NPC/Creature data but the vanilla save file provides only the delta changes in most situations.  The base data are not available without loading all the relevant dependency content files.  Duplicating that code in the ESSImporter is not desirable.

Ideally a flag should be set but that will mean a change in the save file format.  For a minor change such as this doing so seems like an overkill.  So a temporary workaround is introduced where the gold carried by the NPC/Creature is used as an indicator as the lack of ACDT data.
2021-08-17 12:29:28 +10:00
Evil Eye
5e4beb217a Make fatigue and magicka recalculation behave the same way 2021-07-03 10:47:26 +02:00
unknown
7d756d997e Rebuild the cache in readState 2021-06-12 18:18:52 +02:00
jvoisin
be371ccd9f An another pass 2021-04-30 20:27:33 +02:00
Andrei Kortunov
67eace1028 Use struct instead of tuple 2020-08-29 11:24:08 +04:00
Petr Mikheev
b4c699348f Improved strafe movement 2020-06-22 15:22:34 +02:00
Andrei Kortunov
5468fcb29f Store attributes and skills values as floats (bug #4021) 2020-06-03 17:34:15 +04:00
Andrei Kortunov
3dce225f28 Implement vanilla-style corprus handling (bug #3714, bug #4623) 2020-06-03 12:58:17 +04:00
Capostrophic
efd5f13b2b Make greeting-related actor data temporary (bug #5397) 2020-05-30 00:51:58 +03:00
Capostrophic
483b37bb3f Disallow resting if the fall height hasn't been reset (bug #4802) 2019-12-12 15:26:02 +03:00
Andrei Kortunov
69aceb5c1e Split greetings from AiWander (bug #4594) 2019-10-10 09:28:40 +04:00
Andrei Kortunov
6450d84473 Improve resurrection handling 2019-09-21 20:22:45 +04:00
Andrei Kortunov
ae1c054635 Make GetPCJumping return true only when jumping (bug #4641) 2018-09-16 11:58:01 +04:00
Capostrophic
7ef6fa9f61 Remove deprecated GMST get* functions 2018-08-29 18:38:12 +03:00
Allofich
2cc1b52baf Drain and fortify fixes for dynamicStats
(Fixes #3049)
2018-08-13 21:59:26 +09:00
Andrei Kortunov
30716344f2 Fix possible division by zero in the fatigue calculation (bug #4510) 2018-07-16 13:24:12 +04:00
scrawl
bbcba57495 Disable hitAttemptActorId saving code for now 2017-02-10 06:26:32 +01:00
Allofich
5d2090684a Store mHitAttemptActorId in save files 2017-02-07 01:26:26 +09:00
Allofich
25c64dbb0f Make combat engagement logic more like vanilla
(Fixes #2678, Fixes #3705)
2017-02-07 01:25:12 +09:00
Allofich
dc468dd139 Fix magicka and fatigue calculations from fortifying attributes 2016-06-25 19:21:49 +09:00
scrawl
a825882c6b Process death events at the end of the death animation (Fixes #1873) 2016-06-12 00:04:50 +02:00
scrawl
3749821809 Choose a random death animation for actors that start the game as dead (Fixes #3397) 2016-05-19 21:40:05 +02:00
scrawl
2821f46a18 Corpse clearing fix 2016-03-01 11:31:08 +01:00
scrawl
c3ef387208 Vanilla-compatible creature/NPC respawning (Fixes #2369, Fixes #2467) 2016-02-27 12:53:07 +01:00
scrawl
6f98982bc2 Make sure that health is >= 1 when resurrecting the player (Fixes #2972) 2015-12-09 01:52:20 +01:00
scrawl
44dd62067e Remove some unnecessary per-frame store searches 2015-11-27 02:13:56 +01:00
dteviot
ff5ef7055e extracted function CreatureStats::isParalyzed() 2015-08-20 18:12:37 +12:00
Alexander "Ace" Olofsson
3655ef16af Explicitly instantiate ESM::StatState 2015-07-07 19:19:37 +02:00
scrawl
a1432b0255 Move attackingOrSpell flag to the CharacterController 2015-07-02 19:14:28 +02:00
scrawl
882e359008 Move attackStrength to the CharacterController, where it should have been to begin with
Only relevant for actors in active cells, so doesn't belong in CreatureStats. This change should slightly reduce the game's memory usage.
2015-06-26 05:15:07 +02:00
scrawl
44582fe3b3 Don't use separate werewolf skills/attributes for non-player werewolves
Still need to deal with save files.
2015-06-21 17:28:18 +02:00
Rohit Nirmal
396fba7fa9 Silence -Wreorder warnings, and remove -Wno-reorder. 2015-05-21 22:46:44 -05:00
scrawl
a846bb1aa3 Update hit chance according to wiki and implement fCombatInvisoMult 2015-03-12 02:47:16 +01:00
dteviot
ca8c8c6aa4 fixing MSVC 2013 warning C4244: & C4305
conversion from 'const float' to 'int', possible loss of data
conversion from 'double' to 'int', possible loss of data
conversion from 'float' to 'int', possible loss of data
2015-03-08 17:42:07 +13:00
dteviot
45b6538820 fixed MSVC 2013 warning C4800
forcing value to bool 'true' or 'false'
2015-03-06 23:19:57 +13:00
MiroslavR
ee8f88fc42 Reset health modifier when actor dies (Fixes #2330) 2015-02-01 22:04:49 +01:00
scrawl
b9acf437fd Remove friendly hits from the save file
The vanilla engine does not store friendly hits in the save file. Since there's no other mechanism that ever resets the friendly hits (at least not to my knowledge) this should be regarded a feature rather than a bug.
2015-01-31 22:40:39 +01:00