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@ -1083,7 +1083,7 @@ namespace MWWorld
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// general case, compatible with all types of different creatures
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// note: we intentionally do *not* use the collision box offset here, this is required to make
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// some flying creatures work that have their collision box offset in the air
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pos.z() += halfExtents.z() * 2 * 0.75;
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pos.z() += halfExtents.z();
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}
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// the origin of hitbox is an actor's front, not center
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@ -3468,7 +3468,7 @@ namespace MWWorld
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osg::Vec3f World::aimToTarget(const ConstPtr &actor, const MWWorld::ConstPtr& target)
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{
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osg::Vec3f weaponPos = actor.getRefData().getPosition().asVec3();
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weaponPos.z() += mPhysics->getHalfExtents(actor).z() * 2 * 0.75;
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weaponPos.z() += mPhysics->getHalfExtents(actor).z();
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osg::Vec3f targetPos = mPhysics->getCollisionObjectPosition(target);
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return (targetPos - weaponPos);
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}
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@ -3477,7 +3477,7 @@ namespace MWWorld
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{
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osg::Vec3f weaponPos = actor.getRefData().getPosition().asVec3();
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osg::Vec3f halfExtents = mPhysics->getHalfExtents(actor);
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weaponPos.z() += halfExtents.z() * 2 * 0.75;
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weaponPos.z() += halfExtents.z();
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return mPhysics->getHitDistance(weaponPos, target) - halfExtents.y();
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}
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