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@ -204,9 +204,6 @@ namespace MWMechanics
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//#endif
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}
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zTurn(actor, Ogre::Degree(mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1])));
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mReaction += duration;
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if(mReaction > 0.25f) // FIXME: hard coded constant
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{
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@ -375,32 +372,40 @@ namespace MWMechanics
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helloDistance *= mGreetDistanceMultiplier;
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MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
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float playerDist = Ogre::Vector3(player.getRefData().getPosition().pos).squaredDistance(
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Ogre::Vector3(actor.getRefData().getPosition().pos));
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Ogre::Vector3 playerPos(player.getRefData().getPosition().pos);
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Ogre::Vector3 actorPos(actor.getRefData().getPosition().pos);
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float playerDistSqr = playerPos.squaredDistance(actorPos);
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if(mWalking && playerDist <= helloDistance*helloDistance)
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if(playerDistSqr <= helloDistance*helloDistance)
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{
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stopWalking(actor);
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mMoveNow = false;
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mWalking = false;
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mObstacleCheck.clear();
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if(mWalking)
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{
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stopWalking(actor);
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mMoveNow = false;
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mWalking = false;
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mObstacleCheck.clear();
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}
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Ogre::Vector3 dir = playerPos - actorPos;
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float length = dir.length();
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// FIXME: horrible hack, and does not turn smoothly
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zTurn(actor, Ogre::Degree(Ogre::Radian(Ogre::Math::ACos(dir.y / length) * ((Ogre::Math::ASin(dir.x / length).valueRadians()>0)?1.0:-1.0)).valueDegrees()));
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}
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if (!mSaidGreeting)
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{
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// TODO: check if actor is aware / has line of sight
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if (playerDist <= helloDistance*helloDistance
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if (playerDistSqr <= helloDistance*helloDistance
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// Only play a greeting if the player is not moving
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&& Ogre::Vector3(player.getClass().getMovementSettings(player).mPosition).squaredLength() == 0)
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{
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mSaidGreeting = true;
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MWBase::Environment::get().getDialogueManager()->say(actor, "hello");
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// TODO: turn to face player and interrupt the idle animation?
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}
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}
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else
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{
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if (playerDist >= mGreetDistanceReset*mGreetDistanceReset * mGreetDistanceMultiplier*mGreetDistanceMultiplier)
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if (playerDistSqr >= mGreetDistanceReset*mGreetDistanceReset * mGreetDistanceMultiplier*mGreetDistanceMultiplier)
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mSaidGreeting = false;
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}
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