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@ -640,24 +640,6 @@ namespace MWMechanics
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}
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}
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// TODO: Add a parameter to vary DURATION_SAME_SPOT?
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if((distToTarget > rangeAttack || followTarget) &&
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mObstacleCheck.check(actor, tReaction)) // check if evasive action needed
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{
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// probably walking into another NPC TODO: untested in combat situation
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// TODO: diagonal should have same animation as walk forward
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// but doesn't seem to do that?
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actor.getClass().getMovementSettings(actor).mPosition[0] = 1;
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actor.getClass().getMovementSettings(actor).mPosition[1] = 0.1f;
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// change the angle a bit, too
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if(mPathFinder.isPathConstructed())
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zTurn(actor, osg::DegreesToRadians(mPathFinder.getZAngleToNext(pos.pos[0] + 1, pos.pos[1])));
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if(followTarget)
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followTarget = false;
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// FIXME: can fool actors to stay behind doors, etc.
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// Related to Bug#1102 and to some degree #1155 as well
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}
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return false;
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}
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