@ -48,7 +48,7 @@ namespace MWMechanics
{
int sideX = sgn ( actor . getCell ( ) - > mCell - > mData . mX - player . getCell ( ) - > mCell - > mData . mX ) ;
//check if actor is near the border of an inactive cell. If so, disable aitravel.
if ( sideX * ( pos . pos [ 0 ] - actor . getCell ( ) - > mCell - > mData . mX * ESM : : Land : : REAL_SIZE ) > sideX * ( ESM : : Land : : REAL_SIZE / 2. - 200 0 ) )
if ( sideX * ( pos . pos [ 0 ] - actor . getCell ( ) - > mCell - > mData . mX * ESM : : Land : : REAL_SIZE ) > sideX * ( ESM : : Land : : REAL_SIZE / 2. - 200 ) )
{
MWWorld : : Class : : get ( actor ) . getMovementSettings ( actor ) . mPosition [ 1 ] = 0 ;
return true ;
@ -58,7 +58,7 @@ namespace MWMechanics
{
int sideY = sgn ( actor . getCell ( ) - > mCell - > mData . mY - player . getCell ( ) - > mCell - > mData . mY ) ;
//check if actor is near the border of an inactive cell. If so, disable aitravel.
if ( sideY * ( pos . pos [ 1 ] - actor . getCell ( ) - > mCell - > mData . mY * ESM : : Land : : REAL_SIZE ) > sideY * ( ESM : : Land : : REAL_SIZE / 2. - 200 0 ) )
if ( sideY * ( pos . pos [ 1 ] - actor . getCell ( ) - > mCell - > mData . mY * ESM : : Land : : REAL_SIZE ) > sideY * ( ESM : : Land : : REAL_SIZE / 2. - 200 ) )
{
MWWorld : : Class : : get ( actor ) . getMovementSettings ( actor ) . mPosition [ 1 ] = 0 ;
return true ;