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openmw-tes3mp/apps
fredzio b39437dfb6 Don't allow projectiles to stand still when they hit an ally.
When an NPC fire a projectile, it should affect only its targeted actor.
To this end, after a hit is detected the target is checked against the
list of AI targets and reactivated if necessary.
Problem occurs when the hit occurs as a result of a friendly actor going
into the projectile (detected in ClosestNotMeConvexResultCallback):
while the projectile is inside the friend's collision box, it is
deactivated, just to be immediately reactivated. Effectively, the
projectile does nothing until the actor moves out.

Add a check inside the ClosestNotMeConvexResultCallback before declaring
a hit.
Since the necessary data is not safely accessible from the async thread,
maintain a copy inside the Projectile class.
2020-12-14 22:23:01 +01:00
..
bsatool Add compressed BSA support to bsatool 2020-10-23 14:04:21 +03:00
esmtool supress -> suppress 2020-06-27 01:20:57 +02:00
essimporter Use overrides, when needed 2020-06-10 12:58:15 +04:00
launcher Add graphic herbalism to the launcher 2020-12-10 19:02:38 +01:00
mwiniimporter Merge pull request #3018 from akortunov/emplace 2020-11-01 01:58:56 +03:00
niftest Remove NIFFile settings manager dependency 2020-11-09 14:24:48 +03:00
opencs Properly reserve body parts for skirts (bug #5731) 2020-12-11 10:39:57 +03:00
openmw Don't allow projectiles to stand still when they hit an ally. 2020-12-14 22:23:01 +01:00
openmw_test_suite Make actor collision box components a struct 2020-12-11 20:07:59 +03:00
wizard Replace zeroes and nulls by nullptrs 2020-11-29 11:14:07 +04:00
doc.hpp