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@ -92,16 +92,23 @@ bool AiFollow::execute (const MWWorld::Ptr& actor, CharacterController& characte
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ESM::Position pos = actor.getRefData().getPosition(); //position of the actor
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float followDistance = 180;
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// When there are multiple actors following the same target, they form a group with each group member at 180*(i+1) distance to the target
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int i=0;
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// The distances below are approximations based on observations of the original engine.
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// If only one actor is following the target, it uses 186.
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// If there are multiple actors following the same target, they form a group with each group member at 313 + (130 * i) distance to the target.
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short followDistance = 186;
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std::list<int> followers = MWBase::Environment::get().getMechanicsManager()->getActorsFollowingIndices(target);
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followers.sort();
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for (std::list<int>::iterator it = followers.begin(); it != followers.end(); ++it)
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if (followers.size() >= 2)
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{
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if (*it == mFollowIndex)
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followDistance *= (i+1);
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++i;
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followDistance = 313;
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short i = 0;
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followers.sort();
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for (std::list<int>::iterator it = followers.begin(); it != followers.end(); ++it)
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{
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if (*it == mFollowIndex)
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followDistance += 130 * i;
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++i;
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}
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}
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if (!mAlwaysFollow) //Update if you only follow for a bit
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@ -139,7 +146,7 @@ bool AiFollow::execute (const MWWorld::Ptr& actor, CharacterController& characte
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if (!storage.mMoving)
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{
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const float threshold = 10; // to avoid constant switching between moving/stopping
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const short threshold = 10; // to avoid constant switching between moving/stopping
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followDistance += threshold;
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}
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