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@ -1230,8 +1230,13 @@ namespace MWMechanics
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float sqrHeadTrackDistance = std::numeric_limits<float>::max();
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float sqrHeadTrackDistance = std::numeric_limits<float>::max();
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MWWorld::Ptr headTrackTarget;
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MWWorld::Ptr headTrackTarget;
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MWMechanics::CreatureStats& stats = iter->first.getClass().getCreatureStats(iter->first);
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// Unconsious actor can not track target
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// Unconsious actor can not track target
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if (!iter->first.getClass().getCreatureStats(iter->first).getKnockedDown())
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// Also actors in combat and pursue mode do not bother to headtrack
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if (!stats.getKnockedDown() &&
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!stats.getAiSequence().isInCombat() &&
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!stats.getAiSequence().hasPackage(AiPackage::TypeIdPursue))
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{
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{
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for(PtrActorMap::iterator it(mActors.begin()); it != mActors.end(); ++it)
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for(PtrActorMap::iterator it(mActors.begin()); it != mActors.end(); ++it)
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{
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{
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@ -1239,8 +1244,9 @@ namespace MWMechanics
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continue;
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continue;
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updateHeadTracking(iter->first, it->first, headTrackTarget, sqrHeadTrackDistance);
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updateHeadTracking(iter->first, it->first, headTrackTarget, sqrHeadTrackDistance);
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}
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}
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iter->second->getCharacterController()->setHeadTrackTarget(headTrackTarget);
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}
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}
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iter->second->getCharacterController()->setHeadTrackTarget(headTrackTarget);
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}
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}
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if (iter->first.getClass().isNpc() && iter->first != player)
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if (iter->first.getClass().isNpc() && iter->first != player)
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