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Don't force-trace down swimming actors (bug #5089)
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2 changed files with 2 additions and 1 deletions
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@ -112,6 +112,7 @@
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Bug #5074: Paralyzed actors greet the player
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Bug #5074: Paralyzed actors greet the player
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Bug #5075: Enchanting cast style can be changed if there's no object
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Bug #5075: Enchanting cast style can be changed if there's no object
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Bug #5082: Scrolling with controller in GUI mode is broken
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Bug #5082: Scrolling with controller in GUI mode is broken
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Bug #5089: Swimming/Underwater creatures only swim around ground level
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Bug #5092: NPCs with enchanted weapons play sound when out of charges
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Bug #5092: NPCs with enchanted weapons play sound when out of charges
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Bug #5093: Hand to hand sound plays on knocked out enemies
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Bug #5093: Hand to hand sound plays on knocked out enemies
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Feature #1774: Handle AvoidNode
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Feature #1774: Handle AvoidNode
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@ -1401,7 +1401,7 @@ namespace MWWorld
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pos.z() += 20; // place slightly above. will snap down to ground with code below
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pos.z() += 20; // place slightly above. will snap down to ground with code below
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if (force || !ptr.getClass().isActor() || (!isFlying(ptr) && isActorCollisionEnabled(ptr)))
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if (force || !ptr.getClass().isActor() || (!isFlying(ptr) && !isSwimming(ptr) && isActorCollisionEnabled(ptr)))
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{
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{
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osg::Vec3f traced = mPhysics->traceDown(ptr, pos, Constants::CellSizeInUnits);
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osg::Vec3f traced = mPhysics->traceDown(ptr, pos, Constants::CellSizeInUnits);
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if (traced.z() < pos.z())
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if (traced.z() < pos.z())
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