forked from teamnwah/openmw-tes3coop
Fix the projectile launch position for spells cast from objects (Fixes #3235)
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1 changed files with 5 additions and 1 deletions
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@ -117,7 +117,11 @@ namespace MWWorld
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const ESM::EffectList &effects, const Ptr &caster, const std::string &sourceName,
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const osg::Vec3f& fallbackDirection)
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{
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osg::Vec3f pos = mPhysics->getCollisionObjectPosition(caster) + osg::Vec3f(0,0,mPhysics->getHalfExtents(caster).z() * 0.5); // Spawn at 0.75 * ActorHeight
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osg::Vec3f pos;
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if (caster.getClass().isActor())
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pos = mPhysics->getCollisionObjectPosition(caster) + osg::Vec3f(0,0,mPhysics->getHalfExtents(caster).z() * 0.5); // Spawn at 0.75 * ActorHeight
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else
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pos = caster.getRefData().getPosition().asVec3();
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if (MWBase::Environment::get().getWorld()->isUnderwater(caster.getCell(), pos)) // Underwater casting not possible
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return;
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