From 8b8fb931a009a87b874c73a6f87a756bad73b0bf Mon Sep 17 00:00:00 2001 From: scrawl Date: Tue, 4 Feb 2014 04:05:01 +0100 Subject: [PATCH] Feature #50: Don't allow ranged weapon attack when ammunition is empty --- apps/openmw/mwmechanics/character.cpp | 15 ++++++++++++++- 1 file changed, 14 insertions(+), 1 deletion(-) diff --git a/apps/openmw/mwmechanics/character.cpp b/apps/openmw/mwmechanics/character.cpp index df6e7938f..5d7794e66 100644 --- a/apps/openmw/mwmechanics/character.cpp +++ b/apps/openmw/mwmechanics/character.cpp @@ -602,6 +602,19 @@ bool CharacterController::updateWeaponState() if(isWeapon) weapSpeed = weapon->get()->mBase->mData.mSpeed; + // Cancel attack if we no longer have ammunition + bool ammunition = true; + MWWorld::ContainerStoreIterator ammo = inv.getSlot(MWWorld::InventoryStore::Slot_Ammunition); + if (mWeaponType == WeapType_Crossbow) + ammunition = (ammo != inv.end() && ammo->get()->mBase->mData.mType == ESM::Weapon::Bolt); + else if (mWeaponType == WeapType_BowAndArrow) + ammunition = (ammo != inv.end() && ammo->get()->mBase->mData.mType == ESM::Weapon::Arrow); + if (!ammunition && mUpperBodyState > UpperCharState_WeapEquiped) + { + mAnimation->disable(mCurrentWeapon); + mUpperBodyState = UpperCharState_WeapEquiped; + } + float complete; bool animPlaying; if(stats.getAttackingOrSpell()) @@ -706,7 +719,7 @@ bool CharacterController::updateWeaponState() if(item.getRefData().getCount()) MWBase::Environment::get().getWindowManager()->setSelectedWeapon(item); } - else + else if (ammunition) { if(mWeaponType == WeapType_Crossbow || mWeaponType == WeapType_BowAndArrow || mWeaponType == WeapType_Thrown)