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Don't consider a path completed unless we're close
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@ -158,7 +158,7 @@ bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, const osg::Vec3f&
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zTurn(actor, getZAngleToPoint(position, dest));
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zTurn(actor, getZAngleToPoint(position, dest));
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smoothTurn(actor, getXAngleToPoint(position, dest), 0);
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smoothTurn(actor, getXAngleToPoint(position, dest), 0);
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world->removeActorPath(actor);
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world->removeActorPath(actor);
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return true;
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return isDestReached;
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}
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}
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world->updateActorPath(actor, mPathFinder.getPath(), halfExtents, position, dest);
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world->updateActorPath(actor, mPathFinder.getPath(), halfExtents, position, dest);
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