diff --git a/apps/openmw/mwmechanics/actors.cpp b/apps/openmw/mwmechanics/actors.cpp index 0bf28e47d..d260b8284 100644 --- a/apps/openmw/mwmechanics/actors.cpp +++ b/apps/openmw/mwmechanics/actors.cpp @@ -1860,24 +1860,19 @@ namespace MWMechanics MWWorld::Ptr player = getPlayer(); const osg::Vec3f playerPos = player.getRefData().getPosition().asVec3(); bool hasHostiles = false; // need to know this to play Battle music - bool aiActive = MWBase::Environment::get().getMechanicsManager()->isAIActive(); - if (aiActive) + for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter) { - for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter) - { - if (iter->first == player) continue; + if (iter->first == player) continue; - bool inProcessingRange = (playerPos - iter->first.getRefData().getPosition().asVec3()).length2() <= mActorsProcessingRange*mActorsProcessingRange; - if (inProcessingRange) - { - MWMechanics::CreatureStats& stats = iter->first.getClass().getCreatureStats(iter->first); - if (!stats.isDead() && stats.getAiSequence().isInCombat()) - { - hasHostiles = true; - break; - } - } + bool inProcessingRange = (playerPos - iter->first.getRefData().getPosition().asVec3()).length2() <= mActorsProcessingRange*mActorsProcessingRange; + if (!inProcessingRange) continue; + + MWMechanics::CreatureStats& stats = iter->first.getClass().getCreatureStats(iter->first); + if (!stats.isDead() && stats.getAiSequence().isInCombat()) + { + hasHostiles = true; + break; } }