diff --git a/apps/openmw/mwmechanics/aipackage.cpp b/apps/openmw/mwmechanics/aipackage.cpp index 0fa92c301..698b2efce 100644 --- a/apps/openmw/mwmechanics/aipackage.cpp +++ b/apps/openmw/mwmechanics/aipackage.cpp @@ -167,7 +167,7 @@ bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, const osg::Vec3f& mTimer = 0; } - const float pointTolerance = std::min(actor.getClass().getSpeed(actor), DEFAULT_TOLERANCE); + const float pointTolerance = std::max(MIN_TOLERANCE, std::min(actor.getClass().getSpeed(actor), DEFAULT_TOLERANCE)); mPathFinder.update(position, pointTolerance, DEFAULT_TOLERANCE); diff --git a/apps/openmw/mwmechanics/pathfinding.hpp b/apps/openmw/mwmechanics/pathfinding.hpp index 567056fa5..8a5b8338a 100644 --- a/apps/openmw/mwmechanics/pathfinding.hpp +++ b/apps/openmw/mwmechanics/pathfinding.hpp @@ -46,10 +46,10 @@ namespace MWMechanics } const float PATHFIND_Z_REACH = 50.0f; - //static const float sMaxSlope = 49.0f; // duplicate as in physicssystem // distance after which actor (failed previously to shortcut) will try again const float PATHFIND_SHORTCUT_RETRY_DIST = 300.0f; + const float MIN_TOLERANCE = 1.0f; const float DEFAULT_TOLERANCE = 32.0f; // cast up-down ray with some offset from actor position to check for pits/obstacles on the way to target;