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Acrobatics: do not apply fall damages when slowfalling spell effect is active
If spell effect ends up in mid-air, calculate fall height from then.
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4265dddc40
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2 changed files with 11 additions and 1 deletions
apps/openmw/mwmechanics
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@ -776,7 +776,15 @@ void CharacterController::update(float duration)
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{
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// The player is in the air (either getting up —ascending part of jump— or falling).
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mFallHeight = std::max(mFallHeight, mPtr.getRefData().getPosition().pos[2]);
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if (world->isSlowFalling(mPtr))
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{
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// SlowFalling spell effect is active, do not keep previous fall height
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mFallHeight = mPtr.getRefData().getPosition().pos[2];
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}
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else
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{
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mFallHeight = std::max(mFallHeight, mPtr.getRefData().getPosition().pos[2]);
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}
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const MWWorld::Store<ESM::GameSetting> &gmst = world->getStore().get<ESM::GameSetting>();
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@ -3,6 +3,8 @@
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#include <OgreVector3.h>
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#include <components/esm/loadmgef.hpp>
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#include "../mwworld/ptr.hpp"
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namespace MWWorld
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