diff --git a/apps/openmw/mwmechanics/aicombat.cpp b/apps/openmw/mwmechanics/aicombat.cpp index 94bb2cd90..78e304b31 100644 --- a/apps/openmw/mwmechanics/aicombat.cpp +++ b/apps/openmw/mwmechanics/aicombat.cpp @@ -377,8 +377,11 @@ namespace MWMechanics bool canMoveByZ = (actorClass.canSwim(actor) && world->isSwimming(actor)) || world->isFlying(actor); + // for distant combat we should know if target is in LOS even if distToTarget < rangeAttack + bool inLOS = distantCombat ? world->getLOS(actor, target) : true; + // (within attack dist) || (not quite attack dist while following) - if(distToTarget < rangeAttack || (distToTarget <= rangeFollow && mFollowTarget && !isStuck) ) + if(inLOS && (distToTarget < rangeAttack || (distToTarget <= rangeFollow && mFollowTarget && !isStuck))) { //Melee and Close-up combat @@ -437,7 +440,7 @@ namespace MWMechanics else // remote pathfinding { bool preferShortcut = false; - bool inLOS = world->getLOS(actor, target); + if (!distantCombat) inLOS = world->getLOS(actor, target); // check if shortcut is available if(inLOS && (!isStuck || mReadyToAttack)