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Use default hit formula as fallback
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1 changed files with 18 additions and 11 deletions
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@ -1073,22 +1073,29 @@ namespace MWWorld
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osg::Quat rot = osg::Quat(posdata.rot[0], osg::Vec3f(-1,0,0)) * osg::Quat(posdata.rot[2], osg::Vec3f(0,0,-1));
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osg::Vec3f pos = ptr.getRefData().getPosition().asVec3();
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osg::Vec3f halfExtents = mPhysics->getHalfExtents(ptr);
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if (ptr == getPlayerPtr())
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pos = getActorHeadTransform(ptr).getTrans(); // special cased for better aiming with the camera
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else
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{
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// general case, compatible with all types of different creatures
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// note: we intentionally do *not* use the collision box offset here, this is required to make
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// some flying creatures work that have their collision box offset in the air
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pos.z() += halfExtents.z();
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}
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// the origin of hitbox is an actor's front, not center
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distance += halfExtents.y();
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// special cased for better aiming with the camera
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// if we do not hit anything, will use the default approach as fallback
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if (ptr == getPlayerPtr())
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{
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osg::Vec3f pos = getActorHeadTransform(ptr).getTrans();
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std::pair<MWWorld::Ptr,osg::Vec3f> result = mPhysics->getHitContact(ptr, pos, rot, distance, targets);
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if(!result.first.isEmpty())
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return std::make_pair(result.first, result.second);
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}
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osg::Vec3f pos = ptr.getRefData().getPosition().asVec3();
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// general case, compatible with all types of different creatures
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// note: we intentionally do *not* use the collision box offset here, this is required to make
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// some flying creatures work that have their collision box offset in the air
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pos.z() += halfExtents.z();
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std::pair<MWWorld::Ptr,osg::Vec3f> result = mPhysics->getHitContact(ptr, pos, rot, distance, targets);
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if(result.first.isEmpty())
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return std::make_pair(MWWorld::Ptr(), osg::Vec3f());
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