From 6a01e4cd8a7b6f941903f0d321317c5a44573542 Mon Sep 17 00:00:00 2001 From: Andrei Kortunov Date: Mon, 22 Apr 2019 20:42:28 +0400 Subject: [PATCH] Fix arguments order for raytracing in the getHitContact() (bug #4990) --- CHANGELOG.md | 1 + apps/openmw/mwphysics/physicssystem.cpp | 2 +- 2 files changed, 2 insertions(+), 1 deletion(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index 76d609560..7e6dca6ca 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -76,6 +76,7 @@ Bug #4979: AiTravel maximum range depends on "actors processing range" setting Bug #4980: Drowning mechanics is applied for actors indifferently from distance to player Bug #4984: "Friendly hits" feature should be used only for player's followers + Bug #4990: Dead bodies prevent you from hitting Feature #1774: Handle AvoidNode Feature #2229: Improve pathfinding AI Feature #3025: Analogue gamepad movement controls diff --git a/apps/openmw/mwphysics/physicssystem.cpp b/apps/openmw/mwphysics/physicssystem.cpp index df6d299d0..3ba8d346d 100644 --- a/apps/openmw/mwphysics/physicssystem.cpp +++ b/apps/openmw/mwphysics/physicssystem.cpp @@ -676,7 +676,7 @@ namespace MWPhysics { // First of all, try to hit where you aim to int hitmask = CollisionType_World | CollisionType_Door | CollisionType_HeightMap | CollisionType_Actor; - RayResult result = castRay(origin, origin + (orient * osg::Vec3f(0.0f, queryDistance, 0.0f)), actor, targets, CollisionType_Actor, hitmask); + RayResult result = castRay(origin, origin + (orient * osg::Vec3f(0.0f, queryDistance, 0.0f)), actor, targets, hitmask, CollisionType_Actor); if (result.mHit) {