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fix bug at http://bugs.openmw.org/issues/1155
Though it still can happen sometimes but not in such stupid manner.
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559c772906
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1 changed files with 4 additions and 8 deletions
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@ -330,7 +330,7 @@ namespace MWMechanics
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bool isStuck = false;
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bool isStuck = false;
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float speed = 0.0f;
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float speed = 0.0f;
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if(mMovement.mPosition[1] && (Ogre::Vector3(mLastPos.pos) - vActorPos).length() < (speed = actorCls.getSpeed(actor)) / 10.0f)
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if(mMovement.mPosition[1] && (Ogre::Vector3(mLastPos.pos) - vActorPos).length() < (speed = actorCls.getSpeed(actor)) * tReaction / 2)
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isStuck = true;
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isStuck = true;
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mLastPos = pos;
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mLastPos = pos;
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@ -398,13 +398,9 @@ namespace MWMechanics
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bool preferShortcut = false;
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bool preferShortcut = false;
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bool inLOS = MWBase::Environment::get().getWorld()->getLOS(actor, target);
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bool inLOS = MWBase::Environment::get().getWorld()->getLOS(actor, target);
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if(mReadyToAttack) isStuck = false;
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// check if shortcut is available
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// check if shortcut is available
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if(!isStuck
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if(inLOS && (!isStuck || mReadyToAttack)
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&& (!mForceNoShortcut
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&& (!mForceNoShortcut || (Ogre::Vector3(mShortcutFailPos.pos) - vActorPos).length() >= PATHFIND_SHORTCUT_RETRY_DIST))
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|| (Ogre::Vector3(mShortcutFailPos.pos) - vActorPos).length() >= PATHFIND_SHORTCUT_RETRY_DIST)
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&& inLOS)
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{
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{
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if(speed == 0.0f) speed = actorCls.getSpeed(actor);
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if(speed == 0.0f) speed = actorCls.getSpeed(actor);
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// maximum dist before pit/obstacle for actor to avoid them depending on his speed
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// maximum dist before pit/obstacle for actor to avoid them depending on his speed
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@ -467,7 +463,7 @@ namespace MWMechanics
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mReadyToAttack = false;
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mReadyToAttack = false;
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}
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}
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if(distToTarget > rangeAttack && !distantCombat)
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if(!isStuck && distToTarget > rangeAttack && !distantCombat)
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{
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{
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//special run attack; it shouldn't affect melee combat tactics
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//special run attack; it shouldn't affect melee combat tactics
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if(actorCls.getMovementSettings(actor).mPosition[1] == 1)
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if(actorCls.getMovementSettings(actor).mPosition[1] == 1)
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