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@ -1047,13 +1047,25 @@ namespace MWWorld
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return osg::Matrixf::translate(actor.getRefData().getPosition().asVec3());
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}
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std::pair<MWWorld::Ptr,osg::Vec3f> World::getHitContact(const MWWorld::ConstPtr &ptr, float distance)
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{
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const ESM::Position &posdata = ptr.getRefData().getPosition();
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osg::Quat rot = osg::Quat(posdata.rot[0], osg::Vec3f(-1,0,0)) * osg::Quat(posdata.rot[2], osg::Vec3f(0,0,-1));
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osg::Vec3f pos = getActorHeadTransform(ptr).getTrans();
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osg::Vec3f pos = ptr.getRefData().getPosition().asVec3();
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if (ptr == getPlayerPtr())
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pos = getActorHeadTransform(ptr).getTrans(); // special cased for better aiming with the camera
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else
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{
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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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osg::Vec3f halfExtents = mPhysics->getHalfExtents(ptr);
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pos.z() += halfExtents.z() * 2 * 0.75;
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distance += halfExtents.y();
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}
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std::pair<MWWorld::Ptr,osg::Vec3f> result = mPhysics->getHitContact(ptr, pos, rot, distance);
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if(result.first.isEmpty())
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@ -3221,15 +3233,19 @@ 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 = getActorHeadTransform(actor).getTrans();
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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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osg::Vec3f targetPos = mPhysics->getCollisionObjectPosition(target);
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return (targetPos - weaponPos);
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}
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float World::getHitDistance(const ConstPtr &actor, const ConstPtr &target)
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{
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osg::Vec3f weaponPos = getActorHeadTransform(actor).getTrans();
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return mPhysics->getHitDistance(weaponPos, target);
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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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return mPhysics->getHitDistance(weaponPos, target) - halfExtents.y();
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}
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void World::preloadCommonAssets()
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