Windows debug build crash fix.

openmw-30
cc9cii 11 years ago
parent 3dfd239b83
commit cf23721f1b

@ -167,7 +167,7 @@ namespace MWMechanics
mCombatMove = false;
}
}
actor.getClass().getMovementSettings(actor) = mMovement;
actor.getClass().getMovementSettings(actor).mRotation[0] = 0;
actor.getClass().getMovementSettings(actor).mRotation[2] = 0;
@ -176,7 +176,7 @@ namespace MWMechanics
{
if(zTurn(actor, Ogre::Degree(mMovement.mRotation[2]))) mMovement.mRotation[2] = 0;
}
if(mMovement.mRotation[0] != 0)
{
if(smoothTurn(actor, Ogre::Degree(mMovement.mRotation[0]), 0)) mMovement.mRotation[0] = 0;
@ -193,7 +193,7 @@ namespace MWMechanics
}
//Update with period = tReaction
mTimerReact = 0;
bool cellChange = mCell && (actor.getCell() != mCell);
@ -282,7 +282,7 @@ namespace MWMechanics
*
* - Distance where attack using the actor's weapon is possible:
* longer for ranged weapons (obviously?) vs. melee weapons
* - Determined by weapon's reach parameter; hardcoded value
* - Determined by weapon's reach parameter; hardcoded value
* for ranged weapon and for creatures
* - Once within this distance mFollowTarget is triggered
*
@ -318,15 +318,15 @@ namespace MWMechanics
rangeAttack = weapRange;
rangeFollow = 300;
}
ESM::Position pos = actor.getRefData().getPosition();
Ogre::Vector3 vActorPos(pos.pos);
Ogre::Vector3 vActorPos(pos.pos);
Ogre::Vector3 vTargetPos(mTarget.getRefData().getPosition().pos);
Ogre::Vector3 vDirToTarget = vTargetPos - vActorPos;
bool isStuck = false;
float speed = 0.0f;
if(mMovement.mPosition[1] && (Ogre::Vector3(mLastPos.pos) - vActorPos).length() < (speed = actorCls.getSpeed(actor)) / 10.0f)
if(mMovement.mPosition[1] && (Ogre::Vector3(mLastPos.pos) - vActorPos).length() < (speed = actorCls.getSpeed(actor)) / 10.0f)
isStuck = true;
mLastPos = pos;
@ -397,7 +397,7 @@ namespace MWMechanics
if(mReadyToAttack) isStuck = false;
// check if shortcut is available
if(!isStuck
if(!isStuck
&& (!mForceNoShortcut
|| (Ogre::Vector3(mShortcutFailPos.pos) - vActorPos).length() >= PATHFIND_SHORTCUT_RETRY_DIST)
&& inLOS)
@ -454,7 +454,7 @@ namespace MWMechanics
{
if(!mPathFinder.getPath().empty())
mMovement.mRotation[2] = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
else
else
mMovement.mRotation[2] = getZAngleToDir(vDirToTarget, distToTarget);
}
}
@ -497,12 +497,12 @@ namespace MWMechanics
// coded at 250ms or 1/4 second
//
// TODO: Add a parameter to vary DURATION_SAME_SPOT?
MWWorld::CellStore *cell = actor.getCell();
if((distToTarget > rangeAttack || mFollowTarget) &&
mObstacleCheck.check(actor, tReaction)) // check if evasive action needed
{
// first check if we're walking into a door
mDoorCheckDuration += 1.0f; // add time taken for obstacle check
MWWorld::CellStore *cell = actor.getCell();
if(mDoorCheckDuration >= DOOR_CHECK_INTERVAL && !cell->getCell()->isExterior())
{
mDoorCheckDuration = 0;
@ -542,28 +542,26 @@ namespace MWMechanics
}
}
MWWorld::LiveCellRef<ESM::Door>& ref = *mDoorIter;
float minSqr = 1.6 * 1.6 * MIN_DIST_TO_DOOR_SQUARED; // for legibility
// TODO: add reaction to checking open doors
if(mBackOffDoor &&
vActorPos.squaredDistance(Ogre::Vector3(ref.mRef.mPos.pos)) < minSqr)
if(!cell->getCell()->isExterior() && !mDoors.mList.empty())
{
mMovement.mPosition[1] = -0.2; // back off, but slowly
}
else if(mBackOffDoor &&
mDoorIter != mDoors.mList.end() &&
ref.mData.getLocalRotation().rot[2] >= 1)
{
mDoorIter = mDoors.mList.end();
mBackOffDoor = false;
//std::cout<<"open door id \""<<ref.mRef.mRefID<<"\""<<std::endl;
mMovement.mPosition[1] = 1;
MWWorld::LiveCellRef<ESM::Door>& ref = *mDoorIter;
float minSqr = 1.6 * 1.6 * MIN_DIST_TO_DOOR_SQUARED; // for legibility
// TODO: add reaction to checking open doors
if(mBackOffDoor &&
vActorPos.squaredDistance(Ogre::Vector3(ref.mRef.mPos.pos)) < minSqr)
{
mMovement.mPosition[1] = -0.2; // back off, but slowly
}
else if(mBackOffDoor &&
mDoorIter != mDoors.mList.end() &&
ref.mData.getLocalRotation().rot[2] >= 1)
{
mDoorIter = mDoors.mList.end();
mBackOffDoor = false;
//std::cout<<"open door id \""<<ref.mRef.mRefID<<"\""<<std::endl;
mMovement.mPosition[1] = 1;
}
}
// these lines break ranged combat distance keeping
//else
//{
// mMovement.mPosition[1] = 1; // FIXME: oscillation?
//}
return false;
}
@ -573,7 +571,7 @@ namespace MWMechanics
Ogre::Vector3 newPathTarget = Ogre::Vector3(mTarget.getRefData().getPosition().pos);
float dist;
if(!mPathFinder.getPath().empty())
{
ESM::Pathgrid::Point lastPt = mPathFinder.getPath().back();

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