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Call setAttacked even if the attack missed. Unsuccessful hits should also evoke a response.
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@ -624,6 +624,8 @@ namespace MWClass
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if (!attacker.isEmpty() && ptr.getClass().isNpc() && ptr.getClass().getCreatureStats(ptr).getAiSetting(MWMechanics::CreatureStats::AI_Fight).getModified() <= 30)
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if (!attacker.isEmpty() && ptr.getClass().isNpc() && ptr.getClass().getCreatureStats(ptr).getAiSetting(MWMechanics::CreatureStats::AI_Fight).getModified() <= 30)
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MWBase::Environment::get().getMechanicsManager()->commitCrime(attacker, ptr, MWBase::MechanicsManager::OT_Assault);
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MWBase::Environment::get().getMechanicsManager()->commitCrime(attacker, ptr, MWBase::MechanicsManager::OT_Assault);
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getCreatureStats(ptr).setAttacked(true);
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if(!successful)
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if(!successful)
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{
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{
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// TODO: Handle HitAttemptOnMe script function
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// TODO: Handle HitAttemptOnMe script function
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@ -659,7 +661,6 @@ namespace MWClass
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{
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{
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MWBase::Environment::get().getDialogueManager()->say(ptr, "hit");
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MWBase::Environment::get().getDialogueManager()->say(ptr, "hit");
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}
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}
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getCreatureStats(ptr).setAttacked(true);
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// Check for knockdown
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// Check for knockdown
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float agilityTerm = getCreatureStats(ptr).getAttribute(ESM::Attribute::Agility).getModified() * fKnockDownMult->getFloat();
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float agilityTerm = getCreatureStats(ptr).getAttribute(ESM::Attribute::Agility).getModified() * fKnockDownMult->getFloat();
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