fix possible bug in aipursue

pull/331/head
Miloslav Číž 7 years ago
parent f34223fce9
commit f98a821482

@ -55,7 +55,7 @@ bool AiPursue::execute (const MWWorld::Ptr& actor, CharacterController& characte
float pathTolerance = 100.0; float pathTolerance = 100.0;
if (pathTo(actor, dest, duration, pathTolerance) && 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 target.getClass().activate(target,actor).get()->execute(actor); //Arrest player when reached
return true; return true;

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