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@ -249,7 +249,7 @@ namespace MWPhysics
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// Check if we actually found a valid spawn point (use an infinitely thin ray this time).
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// Required for some broken door destinations in Morrowind.esm, where the spawn point
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// intersects with other geometry if the actor's base is taken into account
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btVector3 from = toBullet(position + offset);
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btVector3 from = toBullet(position);
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btVector3 to = from - btVector3(0,0,maxHeight);
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btCollisionWorld::ClosestRayResultCallback resultCallback1(from, to);
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@ -683,7 +683,6 @@ namespace MWPhysics
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, mWaterEnabled(false)
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, mParentNode(parentNode)
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, mPhysicsDt(1.f / 60.f)
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, mIdleUpdateTimer(0)
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{
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mResourceSystem->addResourceManager(mShapeManager.get());
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@ -740,18 +739,6 @@ namespace MWPhysics
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delete mBroadphase;
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}
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void PhysicsSystem::updateIdle()
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{
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for (ActorMap::iterator it = mActors.begin(); it != mActors.end(); ++it)
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{
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osg::Vec3f pos(it->second->getCollisionObjectPosition());
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RayResult result = castRay(pos, pos - osg::Vec3f(0, 0, it->second->getHalfExtents().z() + 2), it->second->getPtr(), std::vector<MWWorld::Ptr>(), CollisionType_World|CollisionType_HeightMap|CollisionType_Door);
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it->second->setIdle(result.mHit);
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}
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}
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void PhysicsSystem::setUnrefQueue(SceneUtil::UnrefQueue *unrefQueue)
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{
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mUnrefQueue = unrefQueue;
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@ -1058,11 +1045,6 @@ namespace MWPhysics
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return physactor && physactor->getOnGround();
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}
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bool PhysicsSystem::isIdle(const MWWorld::Ptr &actor)
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{
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Actor* physactor = getActor(actor);
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return physactor && physactor->getIdle();
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}
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bool PhysicsSystem::canMoveToWaterSurface(const MWWorld::ConstPtr &actor, const float waterlevel)
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{
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const Actor* physicActor = getActor(actor);
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@ -1355,10 +1337,6 @@ namespace MWPhysics
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cmode = !cmode;
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found->second->enableCollisionMode(cmode);
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found->second->enableCollisionBody(cmode);
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if (cmode)
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queueObjectMovement(MWMechanics::getPlayer(), osg::Vec3f(0, 0, -0.1f));
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return cmode;
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}
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@ -1478,13 +1456,6 @@ namespace MWPhysics
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for (std::set<Object*>::iterator it = mAnimatedObjects.begin(); it != mAnimatedObjects.end(); ++it)
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(*it)->animateCollisionShapes(mCollisionWorld);
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mIdleUpdateTimer -= dt;
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if (mIdleUpdateTimer <= 0.f)
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{
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mIdleUpdateTimer = 0.5f;
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updateIdle();
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}
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#ifndef BT_NO_PROFILE
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CProfileManager::Reset();
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CProfileManager::Increment_Frame_Counter();
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