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Head tracking: don't look at dead actors
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@ -293,6 +293,9 @@ namespace MWMechanics
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if (sqrDist > maxDistance*maxDistance)
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if (sqrDist > maxDistance*maxDistance)
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return;
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return;
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if (targetActor.getClass().getCreatureStats(targetActor).isDead())
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return;
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// stop tracking when target is behind the actor
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// stop tracking when target is behind the actor
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Ogre::Vector3 actorDirection (actor.getRefData().getBaseNode()->getOrientation().yAxis());
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Ogre::Vector3 actorDirection (actor.getRefData().getBaseNode()->getOrientation().yAxis());
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Ogre::Vector3 targetDirection (Ogre::Vector3(actor2Pos.pos) - Ogre::Vector3(actor1Pos.pos));
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Ogre::Vector3 targetDirection (Ogre::Vector3(actor2Pos.pos) - Ogre::Vector3(actor1Pos.pos));
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