forked from teamnwah/openmw-tes3coop
Do not use headtracking in the 1st-person view (bug #4573)
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2 changed files with 7 additions and 3 deletions
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@ -81,6 +81,7 @@
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Bug #4553: Forcegreeting on non-actor opens a dialogue window which cannot be closed
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Bug #4553: Forcegreeting on non-actor opens a dialogue window which cannot be closed
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Bug #4557: Topics with reserved names are handled differently from vanilla
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Bug #4557: Topics with reserved names are handled differently from vanilla
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Bug #4558: Mesh optimizer: check for reserved node name is case-sensitive
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Bug #4558: Mesh optimizer: check for reserved node name is case-sensitive
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Bug #4573: Player uses headtracking in the 1st-person mode
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Feature #2606: Editor: Implemented (optional) case sensitive global search
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Feature #2606: Editor: Implemented (optional) case sensitive global search
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Feature #3083: Play animation when NPC is casting spell via script
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Feature #3083: Play animation when NPC is casting spell via script
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Feature #3103: Provide option for disposition to get increased by successful trade
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Feature #3103: Provide option for disposition to get increased by successful trade
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@ -1353,12 +1353,15 @@ namespace MWMechanics
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MWWorld::Ptr headTrackTarget;
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MWWorld::Ptr headTrackTarget;
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MWMechanics::CreatureStats& stats = iter->first.getClass().getCreatureStats(iter->first);
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MWMechanics::CreatureStats& stats = iter->first.getClass().getCreatureStats(iter->first);
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bool firstPersonPlayer = iter->first == player && MWBase::Environment::get().getWorld()->isFirstPerson();
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// Unconsious actor can not track target
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// 1. Unconsious actor can not track target
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// Also actors in combat and pursue mode do not bother to headtrack
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// 2. Actors in combat and pursue mode do not bother to headtrack
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// 3. Player character does not use headtracking in the 1st-person view
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if (!stats.getKnockedDown() &&
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if (!stats.getKnockedDown() &&
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!stats.getAiSequence().isInCombat() &&
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!stats.getAiSequence().isInCombat() &&
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!stats.getAiSequence().hasPackage(AiPackage::TypeIdPursue))
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!stats.getAiSequence().hasPackage(AiPackage::TypeIdPursue) &&
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!firstPersonPlayer)
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{
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{
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for(PtrActorMap::iterator it(mActors.begin()); it != mActors.end(); ++it)
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for(PtrActorMap::iterator it(mActors.begin()); it != mActors.end(); ++it)
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{
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{
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