diff --git a/apps/openmw/mwmechanics/aipursue.cpp b/apps/openmw/mwmechanics/aipursue.cpp index 835966467..27d4ab0cb 100644 --- a/apps/openmw/mwmechanics/aipursue.cpp +++ b/apps/openmw/mwmechanics/aipursue.cpp @@ -55,7 +55,7 @@ bool AiPursue::execute (const MWWorld::Ptr& actor, CharacterController& characte float pathTolerance = 100.0; if (pathTo(actor, dest, duration, pathTolerance) && - MWMechanics::distance(dest,aPos.pos[0],aPos.pos[1],aPos.pos[2]) < pathTolerance) // check the true distance in case the target is far away in Z-direction + abs(dest.mZ - aPos.pos[2]) < pathTolerance) // check the true distance in case the target is far away in Z-direction { target.getClass().activate(target,actor).get()->execute(actor); //Arrest player when reached return true;