Allow immobile actors to initiate combat when attacked

This commit is contained in:
Aussiemon 2025-04-15 20:02:24 -06:00 committed by Aussiemon
parent 3df695df4a
commit 09ed5bb234

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@ -360,9 +360,6 @@ namespace MWClass
{ {
stats.setAttacked(true); stats.setAttacked(true);
// No retaliation for totally static creatures (they have no movement or attacks anyway)
if (isMobile(ptr))
{
bool complain = sourceType == MWMechanics::DamageSourceType::Melee; bool complain = sourceType == MWMechanics::DamageSourceType::Melee;
bool supportFriendlyFire = sourceType != MWMechanics::DamageSourceType::Ranged; bool supportFriendlyFire = sourceType != MWMechanics::DamageSourceType::Ranged;
if (supportFriendlyFire && MWMechanics::friendlyHit(attacker, ptr, complain)) if (supportFriendlyFire && MWMechanics::friendlyHit(attacker, ptr, complain))
@ -370,7 +367,6 @@ namespace MWClass
else else
setOnPcHitMe = MWBase::Environment::get().getMechanicsManager()->actorAttacked(ptr, attacker); setOnPcHitMe = MWBase::Environment::get().getMechanicsManager()->actorAttacked(ptr, attacker);
} }
}
// Attacker and target store each other as hitattemptactor if they have no one stored yet // Attacker and target store each other as hitattemptactor if they have no one stored yet
if (!attacker.isEmpty() && attacker.getClass().isActor()) if (!attacker.isEmpty() && attacker.getClass().isActor())