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@ -50,7 +50,6 @@ namespace MWMechanics
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bool mForceNoShortcut;
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ESM::Position mShortcutFailPos;
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MWMechanics::Movement mMovement;
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bool mAdjustAiming;
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AiCombatStorage():
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mAttackCooldown(0),
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@ -67,8 +66,7 @@ namespace MWMechanics
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mStrength(),
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mForceNoShortcut(false),
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mShortcutFailPos(),
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mMovement(),
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mAdjustAiming(false)
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mMovement()
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{}
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void startCombatMove(bool isNpc, bool isDistantCombat, float distToTarget, float rangeAttack);
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@ -255,12 +253,14 @@ namespace MWMechanics
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vAimDir = AimDirToMovingTarget(actor, target, lastTargetPos, AI_REACTION_TIME, (weapon ? weapon->mData.mType : 0), storage.mStrength);
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lastTargetPos = vTargetPos;
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MWMechanics::Movement& movement = storage.mMovement;
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movement.mRotation[0] = getXAngleToDir(vAimDir);
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movement.mRotation[2] = getZAngleToDir(vAimDir);
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storage.mMovement.mRotation[0] = getXAngleToDir(vAimDir);
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storage.mMovement.mRotation[2] = getZAngleToDir(vAimDir);
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}
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else
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{
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storage.mMovement.mRotation[0] = getXAngleToDir(vAimDir);
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storage.mMovement.mRotation[2] = getZAngleToDir((vTargetPos-vActorPos)); // using vAimDir results in spastic movements since the head is animated
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}
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storage.mAdjustAiming = isRangedCombat;
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}
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}
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@ -272,11 +272,8 @@ namespace MWMechanics
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actorMovementSettings.mPosition[1] = storage.mMovement.mPosition[1];
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actorMovementSettings.mPosition[2] = storage.mMovement.mPosition[2];
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if (storage.mAdjustAiming)
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{
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rotateActorOnAxis(actor, 2, actorMovementSettings, storage.mMovement);
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rotateActorOnAxis(actor, 0, actorMovementSettings, storage.mMovement);
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}
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rotateActorOnAxis(actor, 2, actorMovementSettings, storage.mMovement);
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rotateActorOnAxis(actor, 0, actorMovementSettings, storage.mMovement);
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}
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void AiCombat::rotateActorOnAxis(const MWWorld::Ptr& actor, int axis,
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