void Actors::updateActor (const MWWorld::Ptr& ptr, float duration) { // magic effects adjustMagicEffects (ptr); calculateCreatureStatModifiers (ptr); calculateDynamicStats (ptr); // AI CreatureStats& creatureStats = MWWorld::Class::get (ptr).getCreatureStats (ptr); creatureStats.getAiSequence().execute (ptr); }
void Actors::updateActor (const MWWorld::Ptr& ptr, float duration) { // magic effects adjustMagicEffects (ptr); calculateDynamicStats (ptr); calculateCreatureStatModifiers (ptr); // AI if(!MWBase::Environment::get().getWindowManager()->isGuiMode()) { CreatureStats& creatureStats = MWWorld::Class::get (ptr).getCreatureStats (ptr); creatureStats.getAiSequence().execute (ptr); } }