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Base AiFollow activation range on follow distance (bug #7685)
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2 changed files with 18 additions and 15 deletions
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@ -103,6 +103,7 @@
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Bug #7665: Alchemy menu is missing the ability to deselect and choose different qualities of an apparatus
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Bug #7675: Successful lock spell doesn't produce a sound
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Bug #7679: Scene luminance value flashes when toggling shaders
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Bug #7685: Corky sometimes doesn't follow Llovyn Andus
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Bug #7712: Casting doesn't support spells and enchantments with no effects
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Feature #3537: Shader-based water ripples
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Feature #5173: Support for NiFogProperty
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@ -119,21 +119,6 @@ namespace MWMechanics
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const osg::Vec3f targetPos(target.getRefData().getPosition().asVec3());
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const osg::Vec3f targetDir = targetPos - actorPos;
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// AiFollow requires the target to be in range and within sight for the initial activation
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if (!mActive)
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{
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storage.mTimer -= duration;
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if (storage.mTimer < 0)
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{
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if (targetDir.length2() < 500 * 500 && MWBase::Environment::get().getWorld()->getLOS(actor, target))
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mActive = true;
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storage.mTimer = 0.5f;
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}
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}
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if (!mActive)
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return false;
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// In the original engine the first follower stays closer to the player than any subsequent followers.
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// Followers beyond the first usually attempt to stand inside each other.
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osg::Vec3f::value_type floatingDistance = 0;
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@ -152,6 +137,23 @@ namespace MWMechanics
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floatingDistance += getHalfExtents(actor) * 2;
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short followDistance = static_cast<short>(floatingDistance);
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// AiFollow requires the target to be in range and within sight for the initial activation
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if (!mActive)
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{
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storage.mTimer -= duration;
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if (storage.mTimer < 0)
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{
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float activeRange = followDistance + 384.f;
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if (targetDir.length2() < activeRange * activeRange
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&& MWBase::Environment::get().getWorld()->getLOS(actor, target))
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mActive = true;
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storage.mTimer = 0.5f;
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}
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}
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if (!mActive)
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return false;
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if (!mAlwaysFollow) // Update if you only follow for a bit
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{
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// Check if we've run out of time
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