From 20efeea5d9ed9590c3c8a0f703a7dbf37e5dc6df Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Micha=C5=82=20=C5=9Aciubid=C5=82o?= Date: Mon, 28 Jul 2014 20:39:13 +0100 Subject: [PATCH] AI tell their greatings even when player is moving (like morrowind). Greating reset distance was greatly inflated comparing with morrowind. --- apps/openmw/mwmechanics/aiwander.cpp | 6 ++---- 1 file changed, 2 insertions(+), 4 deletions(-) diff --git a/apps/openmw/mwmechanics/aiwander.cpp b/apps/openmw/mwmechanics/aiwander.cpp index b97554e2a..f1a815d30 100644 --- a/apps/openmw/mwmechanics/aiwander.cpp +++ b/apps/openmw/mwmechanics/aiwander.cpp @@ -454,9 +454,7 @@ namespace MWMechanics if (!mSaidGreeting) { // TODO: check if actor is aware / has line of sight - if (playerDistSqr <= helloDistance*helloDistance - // Only play a greeting if the player is not moving - && Ogre::Vector3(player.getClass().getMovementSettings(player).mPosition).squaredLength() == 0) + if (playerDistSqr <= helloDistance*helloDistance) { mSaidGreeting = true; MWBase::Environment::get().getDialogueManager()->say(actor, "hello"); @@ -467,7 +465,7 @@ namespace MWMechanics static float fGreetDistanceReset = MWBase::Environment::get().getWorld()->getStore() .get().find("fGreetDistanceReset")->getFloat(); - if (playerDistSqr >= fGreetDistanceReset*fGreetDistanceReset * iGreetDistanceMultiplier*iGreetDistanceMultiplier) + if (playerDistSqr >= fGreetDistanceReset*fGreetDistanceReset) mSaidGreeting = false; }