diff --git a/apps/openmw/mwmechanics/aipackage.cpp b/apps/openmw/mwmechanics/aipackage.cpp index fda7c3a643..2483ce030b 100644 --- a/apps/openmw/mwmechanics/aipackage.cpp +++ b/apps/openmw/mwmechanics/aipackage.cpp @@ -189,7 +189,7 @@ bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, const osg::Vec3f& mObstacleCheck.update(actor, duration); // handle obstacles on the way - evadeObstacles(actor, pos); + evadeObstacles(actor); // turn to next path point by X,Z axes zTurn(actor, mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1])); @@ -198,10 +198,8 @@ bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, const osg::Vec3f& return false; } -void MWMechanics::AiPackage::evadeObstacles(const MWWorld::Ptr& actor, const ESM::Position& pos) +void MWMechanics::AiPackage::evadeObstacles(const MWWorld::Ptr& actor) { - zTurn(actor, mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1])); - MWMechanics::Movement& movement = actor.getClass().getMovementSettings(actor); // check if stuck due to obstacles diff --git a/apps/openmw/mwmechanics/aipackage.hpp b/apps/openmw/mwmechanics/aipackage.hpp index 4113bd1412..440cf64b5e 100644 --- a/apps/openmw/mwmechanics/aipackage.hpp +++ b/apps/openmw/mwmechanics/aipackage.hpp @@ -124,7 +124,7 @@ namespace MWMechanics bool doesPathNeedRecalc(const osg::Vec3f& newDest, const MWWorld::CellStore* currentCell); - void evadeObstacles(const MWWorld::Ptr& actor, const ESM::Position& pos); + void evadeObstacles(const MWWorld::Ptr& actor); void openDoors(const MWWorld::Ptr& actor);