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[Client] Retain AiPursue for guards ignoring player because of dialogue
In OpenMW, guards starting combat with the player cause other guards with an AiPursue package to also join the combat in MechanicsManager::startCombat(). Previously, however, TES3MP was discarding AiPursue packages for the guards who hadn't started the arrest dialogue with the player by returning the wrong boolean in AiPursue::execute(), leading to just one-on-one combat with the arresting guard.
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@ -63,7 +63,7 @@ bool AiPursue::execute (const MWWorld::Ptr& actor, CharacterController& characte
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Start of tes3mp addition
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Because multiplayer does not pause the game, prevent infinite arrest loops by ignoring
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players already engaged in dialogue
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players already engaged in dialogue while retaining the AiPursue package
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Additionally, do not arrest players who are currently jailed
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*/
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@ -72,7 +72,7 @@ bool AiPursue::execute (const MWWorld::Ptr& actor, CharacterController& characte
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if (MWBase::Environment::get().getWindowManager()->containsMode(MWGui::GM_Dialogue) ||
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MWBase::Environment::get().getWindowManager()->containsMode(MWGui::GM_Jail))
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{
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return true;
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return false;
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}
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}
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/*
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