Fix being able to activate through terrain

deque
scrawl 11 years ago
parent 750d8b5589
commit 1d46ac19ff

@ -1471,8 +1471,13 @@ namespace MWWorld
std::vector < std::pair < float, std::string > >::iterator it = results.begin();
while (it != results.end())
{
if ( (*it).second.find("HeightField") != std::string::npos // not interested in terrain
|| getPtrViaHandle((*it).second) == mPlayer->getPlayer() ) // not interested in player (unless you want to talk to yourself)
if ((*it).second.find("HeightField") != std::string::npos) // Don't attempt to getPtrViaHandle on terrain
{
++it;
continue;
}
if (getPtrViaHandle((*it).second) == mPlayer->getPlayer() ) // not interested in player (unless you want to talk to yourself)
{
it = results.erase(it);
}
@ -1480,7 +1485,8 @@ namespace MWWorld
++it;
}
if (results.empty())
if (results.empty()
|| results.front().second.find("HeightField") != std::string::npos) // Blocked by terrain
{
mFacedHandle = "";
mFacedDistance = FLT_MAX;

@ -805,7 +805,7 @@ namespace Physic
{
MyRayResultCallback resultCallback1;
resultCallback1.m_collisionFilterGroup = 0xff;
resultCallback1.m_collisionFilterMask = CollisionType_Raycasting|CollisionType_Actor;
resultCallback1.m_collisionFilterMask = CollisionType_Raycasting|CollisionType_Actor|CollisionType_HeightMap;
mDynamicsWorld->rayTest(from, to, resultCallback1);
std::vector< std::pair<float, const btCollisionObject*> > results = resultCallback1.results;

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