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Prevent iterator invalidation during actor traversal
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22232e8710
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@ -80,6 +80,7 @@
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Bug #4754: Stack of ammunition cannot be equipped partially
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Bug #4816: GetWeaponDrawn returns 1 before weapon is attached
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Bug #4822: Non-weapon equipment and body parts can't inherit time from parent animation
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Bug #4885: Disable in dialogue result script causes a crash
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Bug #4898: Odd/Incorrect lighting on meshes
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Bug #5057: Weapon swing sound plays at same pitch whether it hits or misses
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Bug #5062: Root bone rotations for NPC animation don't work the same as for creature animation
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@ -62,14 +62,18 @@ namespace MWMechanics
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void setPositionAdjusted(bool adjusted) { mPositionAdjusted = adjusted; }
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bool getPositionAdjusted() const { return mPositionAdjusted; }
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void invalidate() { mInvalid = true; }
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bool isInvalid() const { return mInvalid; }
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private:
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CharacterController mCharacterController;
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int mGreetingTimer{ 0 };
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float mTargetAngleRadians{ 0.f };
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GreetingState mGreetingState{ Greet_None };
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bool mIsTurningToPlayer{ false };
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Misc::DeviatingPeriodicTimer mEngageCombat{ 1.0f, 0.25f,
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Misc::Rng::deviate(0, 0.25f, MWBase::Environment::get().getWorld()->getPrng()) };
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bool mIsTurningToPlayer{ false };
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bool mInvalid{ false };
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bool mPositionAdjusted;
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};
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@ -1247,7 +1247,7 @@ namespace MWMechanics
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{
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if (!keepActive)
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removeTemporaryEffects(iter->second->getPtr());
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mActors.erase(iter->second);
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iter->second->invalidate();
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mIndex.erase(iter);
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}
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}
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@ -1299,16 +1299,15 @@ namespace MWMechanics
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void Actors::dropActors(const MWWorld::CellStore* cellStore, const MWWorld::Ptr& ignore)
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{
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for (auto iter = mActors.begin(); iter != mActors.end();)
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for (Actor& actor : mActors)
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{
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if ((iter->getPtr().isInCell() && iter->getPtr().getCell() == cellStore) && iter->getPtr() != ignore)
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if (!actor.isInvalid() && actor.getPtr().isInCell() && actor.getPtr().getCell() == cellStore
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&& actor.getPtr() != ignore)
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{
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removeTemporaryEffects(iter->getPtr());
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mIndex.erase(iter->getPtr().mRef);
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iter = mActors.erase(iter);
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removeTemporaryEffects(actor.getPtr());
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mIndex.erase(actor.getPtr().mRef);
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actor.invalidate();
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}
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else
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++iter;
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}
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}
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@ -1327,6 +1326,8 @@ namespace MWMechanics
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const MWBase::World* const world = MWBase::Environment::get().getWorld();
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for (const Actor& actor : mActors)
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{
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if (actor.isInvalid())
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continue;
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const MWWorld::Ptr& ptr = actor.getPtr();
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if (ptr == player)
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continue; // Don't interfere with player controls.
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@ -1391,6 +1392,8 @@ namespace MWMechanics
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// Iterate through all other actors and predict collisions.
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for (const Actor& otherActor : mActors)
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{
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if (otherActor.isInvalid())
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continue;
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const MWWorld::Ptr& otherPtr = otherActor.getPtr();
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if (otherPtr == ptr || otherPtr == currentTarget)
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continue;
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@ -1509,6 +1512,8 @@ namespace MWMechanics
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// AI and magic effects update
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for (Actor& actor : mActors)
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{
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if (actor.isInvalid())
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continue;
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const bool isPlayer = actor.getPtr() == player;
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CharacterController& ctrl = actor.getCharacterController();
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MWBase::LuaManager::ActorControls* luaControls
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@ -1570,6 +1575,8 @@ namespace MWMechanics
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for (const Actor& otherActor : mActors)
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{
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if (otherActor.isInvalid())
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continue;
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if (otherActor.getPtr() == actor.getPtr() || isPlayer) // player is not AI-controlled
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continue;
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engageCombat(
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@ -1627,6 +1634,8 @@ namespace MWMechanics
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CharacterController* playerCharacter = nullptr;
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for (Actor& actor : mActors)
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{
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if (actor.isInvalid())
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continue;
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const float dist = (playerPos - actor.getPtr().getRefData().getPosition().asVec3()).length();
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const bool isPlayer = actor.getPtr() == player;
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CreatureStats& stats = actor.getPtr().getClass().getCreatureStats(actor.getPtr());
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@ -1692,8 +1701,15 @@ namespace MWMechanics
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luaControls->mJump = false;
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}
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for (const Actor& actor : mActors)
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for (auto it = mActors.begin(); it != mActors.end();)
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{
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if (it->isInvalid())
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{
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it = mActors.erase(it);
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continue;
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}
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const Actor& actor = *it;
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it++;
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const MWWorld::Class& cls = actor.getPtr().getClass();
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CreatureStats& stats = cls.getCreatureStats(actor.getPtr());
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@ -1743,6 +1759,8 @@ namespace MWMechanics
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{
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for (Actor& actor : mActors)
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{
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if (actor.isInvalid())
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continue;
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const MWWorld::Class& cls = actor.getPtr().getClass();
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CreatureStats& stats = cls.getCreatureStats(actor.getPtr());
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@ -1830,6 +1848,8 @@ namespace MWMechanics
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{
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for (const Actor& actor : mActors)
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{
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if (actor.isInvalid())
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continue;
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MWMechanics::ActiveSpells& spells
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= actor.getPtr().getClass().getCreatureStats(actor.getPtr()).getActiveSpells();
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spells.purge(actor.getPtr(), casterActorId);
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@ -1849,6 +1869,8 @@ namespace MWMechanics
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for (const Actor& actor : mActors)
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{
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if (actor.isInvalid())
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continue;
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if (actor.getPtr().getClass().getCreatureStats(actor.getPtr()).isDead())
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{
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adjustMagicEffects(actor.getPtr(), duration);
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@ -2046,7 +2068,10 @@ namespace MWMechanics
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void Actors::persistAnimationStates() const
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{
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for (const Actor& actor : mActors)
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actor.getCharacterController().persistAnimationState();
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{
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if (!actor.isInvalid())
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actor.getCharacterController().persistAnimationState();
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}
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}
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void Actors::clearAnimationQueue(const MWWorld::Ptr& ptr, bool clearScripted)
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@ -2060,6 +2085,8 @@ namespace MWMechanics
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{
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for (const Actor& actor : mActors)
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{
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if (actor.isInvalid())
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continue;
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if ((actor.getPtr().getRefData().getPosition().asVec3() - position).length2() <= radius * radius)
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out.push_back(actor.getPtr());
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}
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@ -2069,6 +2096,8 @@ namespace MWMechanics
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{
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for (const Actor& actor : mActors)
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{
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if (actor.isInvalid())
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continue;
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if ((actor.getPtr().getRefData().getPosition().asVec3() - position).length2() <= radius * radius)
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return true;
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}
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@ -2082,6 +2111,8 @@ namespace MWMechanics
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list.push_back(actorPtr);
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for (const Actor& actor : mActors)
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{
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if (actor.isInvalid())
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continue;
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const MWWorld::Ptr& iteratedActor = actor.getPtr();
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if (iteratedActor == getPlayer())
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continue;
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@ -2352,10 +2383,11 @@ namespace MWMechanics
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if (!MWBase::Environment::get().getMechanicsManager()->isAIActive())
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return;
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for (auto it = mActors.begin(); it != mActors.end();)
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for (const Actor& actor : mActors)
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{
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const MWWorld::Ptr ptr = it->getPtr();
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++it;
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if (actor.isInvalid())
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continue;
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const MWWorld::Ptr ptr = actor.getPtr();
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if (ptr == getPlayer() || !isConscious(ptr) || ptr.getClass().getCreatureStats(ptr).isParalyzed())
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continue;
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MWMechanics::AiSequence& seq = ptr.getClass().getCreatureStats(ptr).getAiSequence();
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@ -1725,6 +1725,8 @@ namespace MWMechanics
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.getActorId()); // Stops guard from ending combat if player is unreachable
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for (const Actor& actor : mActors)
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{
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if (actor.isInvalid())
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continue;
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if (actor.getPtr().getClass().isClass(actor.getPtr(), "Guard"))
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{
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MWMechanics::AiSequence& aiSeq
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