Fix headtracking while invisible

pull/593/head
Jacob Turnbull 4 years ago committed by Petr Mikheev
parent c83b6ff445
commit f49b9e3806

@ -90,6 +90,7 @@ Programmers
Internecine
Jackerty
Jacob Essex (Yacoby)
Jacob Turnbull (Tankinfrank)
Jake Westrip (16bitint)
James Carty (MrTopCat)
James Moore (moore.work)

@ -432,7 +432,8 @@ namespace MWMechanics
}
void Actors::updateHeadTracking(const MWWorld::Ptr& actor, const MWWorld::Ptr& targetActor,
MWWorld::Ptr& headTrackTarget, float& sqrHeadTrackDistance)
MWWorld::Ptr& headTrackTarget, float& sqrHeadTrackDistance,
bool inCombatOrPursue)
{
if (!actor.getRefData().getBaseNode())
return;
@ -453,7 +454,7 @@ namespace MWMechanics
const osg::Vec3f actor2Pos(targetActor.getRefData().getPosition().asVec3());
float sqrDist = (actor1Pos - actor2Pos).length2();
if (sqrDist > std::min(maxDistance * maxDistance, sqrHeadTrackDistance))
if (sqrDist > std::min(maxDistance * maxDistance, sqrHeadTrackDistance) && !inCombatOrPursue)
return;
// stop tracking when target is behind the actor
@ -461,7 +462,7 @@ namespace MWMechanics
osg::Vec3f targetDirection(actor2Pos - actor1Pos);
actorDirection.z() = 0;
targetDirection.z() = 0;
if (actorDirection * targetDirection > 0
if ((actorDirection * targetDirection > 0 || inCombatOrPursue)
&& MWBase::Environment::get().getWorld()->getLOS(actor, targetActor) // check LOS and awareness last as it's the most expensive function
&& MWBase::Environment::get().getMechanicsManager()->awarenessCheck(targetActor, actor))
{
@ -2012,28 +2013,25 @@ namespace MWMechanics
MWMechanics::CreatureStats& stats = iter->first.getClass().getCreatureStats(iter->first);
bool firstPersonPlayer = isPlayer && world->isFirstPerson();
bool inCombatOrPursue = stats.getAiSequence().isInCombat() || stats.getAiSequence().hasPackage(AiPackageTypeId::Pursue);
MWWorld::Ptr activePackageTarget;
// 1. Unconsious actor can not track target
// 2. Actors in combat and pursue mode do not bother to headtrack
// 2. Actors in combat and pursue mode do not bother to headtrack anyone except their target
// 3. Player character does not use headtracking in the 1st-person view
if (!stats.getKnockedDown() && !firstPersonPlayer && !inCombatOrPursue)
if (!stats.getKnockedDown() && !firstPersonPlayer)
{
if (inCombatOrPursue)
activePackageTarget = stats.getAiSequence().getActivePackage().getTarget();
for (PtrActorMap::iterator it(mActors.begin()); it != mActors.end(); ++it)
{
if (it->first == iter->first)
continue;
updateHeadTracking(iter->first, it->first, headTrackTarget, sqrHeadTrackDistance);
}
}
if (!stats.getKnockedDown() && !isPlayer && inCombatOrPursue)
{
// Actors in combat and pursue mode always look at their target.
for (const auto& package : stats.getAiSequence())
{
headTrackTarget = package->getTarget();
if (!headTrackTarget.isEmpty())
break;
if (inCombatOrPursue && it->first != activePackageTarget)
continue;
updateHeadTracking(iter->first, it->first, headTrackTarget, sqrHeadTrackDistance, inCombatOrPursue);
}
}

@ -131,7 +131,8 @@ namespace MWMechanics
void turnActorToFacePlayer(const MWWorld::Ptr& actor, Actor& actorState, const osg::Vec3f& dir);
void updateHeadTracking(const MWWorld::Ptr& actor, const MWWorld::Ptr& targetActor,
MWWorld::Ptr& headTrackTarget, float& sqrHeadTrackDistance);
MWWorld::Ptr& headTrackTarget, float& sqrHeadTrackDistance,
bool inCombatOrPursue);
void rest(double hours, bool sleep);
///< Update actors while the player is waiting or sleeping.

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