From 1e05bb20bf9c29e87911f658506e90b8cafe5c0d Mon Sep 17 00:00:00 2001 From: Zackhasacat Date: Wed, 15 May 2024 11:39:02 -0500 Subject: [PATCH] Allow Actors to pick an attack type/animation when no AI applies --- apps/openmw/mwmechanics/character.cpp | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/apps/openmw/mwmechanics/character.cpp b/apps/openmw/mwmechanics/character.cpp index 646cee8a23..cbe23299cc 100644 --- a/apps/openmw/mwmechanics/character.cpp +++ b/apps/openmw/mwmechanics/character.cpp @@ -1645,12 +1645,14 @@ namespace MWMechanics { std::string startKey = "start"; std::string stopKey = "stop"; + MWBase::LuaManager::ActorControls* actorControls + = MWBase::Environment::get().getLuaManager()->getActorControls(mPtr); if (mWeaponType != ESM::Weapon::PickProbe && !isRandomAttackAnimation(mCurrentWeapon)) { if (weapclass == ESM::WeaponType::Ranged || weapclass == ESM::WeaponType::Thrown) mAttackType = "shoot"; - else if (mPtr == getPlayer()) + else if (mPtr == getPlayer() || actorControls->mDisableAI) { if (Settings::game().mBestAttack) {