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Add function for converting feet to game units
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2 changed files with 12 additions and 3 deletions
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@ -1325,7 +1325,8 @@ namespace MWWorld
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{
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{
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float telekinesisRangeBonus =
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float telekinesisRangeBonus =
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mPlayer->getPlayer().getClass().getCreatureStats(mPlayer->getPlayer()).getMagicEffects()
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mPlayer->getPlayer().getClass().getCreatureStats(mPlayer->getPlayer()).getMagicEffects()
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.get(ESM::MagicEffect::Telekinesis).mMagnitude * 22;
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.get(ESM::MagicEffect::Telekinesis).mMagnitude;
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telekinesisRangeBonus = feetToGameUnits(telekinesisRangeBonus);
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float activationDistance = getMaxActivationDistance() + telekinesisRangeBonus;
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float activationDistance = getMaxActivationDistance() + telekinesisRangeBonus;
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@ -2396,8 +2397,7 @@ namespace MWWorld
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if (!dist)
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if (!dist)
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return;
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return;
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// TODO: "1 foot" = 20 game units?
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dist = feetToGameUnits(dist);
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dist *= 20;
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AddDetectedReference functor (out, ptr, type, dist*dist);
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AddDetectedReference functor (out, ptr, type, dist*dist);
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@ -2408,4 +2408,11 @@ namespace MWWorld
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cellStore->forEach(functor);
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cellStore->forEach(functor);
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}
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}
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}
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}
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float World::feetToGameUnits(float feet)
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{
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// Looks like there is no GMST for this. This factor was determined in experiments
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// with the Telekinesis effect.
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return feet * 22;
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}
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}
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}
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@ -155,6 +155,8 @@ namespace MWWorld
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/// Called when \a object is moved to an inactive cell
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/// Called when \a object is moved to an inactive cell
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void objectLeftActiveCell (MWWorld::Ptr object, MWWorld::Ptr movedPtr);
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void objectLeftActiveCell (MWWorld::Ptr object, MWWorld::Ptr movedPtr);
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float feetToGameUnits(float feet);
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public:
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public:
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World (OEngine::Render::OgreRenderer& renderer,
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World (OEngine::Render::OgreRenderer& renderer,
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