Fargoth quest almost works. There is still a sall problem as the path taken is not exactly the same. I need to copy the exact way morrowind do pathfinding...

pull/16/head
gus 12 years ago
parent 2e6594f8f7
commit 7fe7111c19

@ -48,7 +48,7 @@ namespace MWMechanics
{
int sideX = sgn(actor.getCell()->mCell->mData.mX - player.getCell()->mCell->mData.mX);
//check if actor is near the border of an inactive cell. If so, disable aitravel.
if(sideX*(pos.pos[0] - actor.getCell()->mCell->mData.mX * ESM::Land::REAL_SIZE) > sideX*(ESM::Land::REAL_SIZE/2. - 2000))
if(sideX*(pos.pos[0] - actor.getCell()->mCell->mData.mX * ESM::Land::REAL_SIZE) > sideX*(ESM::Land::REAL_SIZE/2. - 200))
{
MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
return true;
@ -58,7 +58,7 @@ namespace MWMechanics
{
int sideY = sgn(actor.getCell()->mCell->mData.mY - player.getCell()->mCell->mData.mY);
//check if actor is near the border of an inactive cell. If so, disable aitravel.
if(sideY*(pos.pos[1] - actor.getCell()->mCell->mData.mY * ESM::Land::REAL_SIZE) > sideY*(ESM::Land::REAL_SIZE/2. - 2000))
if(sideY*(pos.pos[1] - actor.getCell()->mCell->mData.mY * ESM::Land::REAL_SIZE) > sideY*(ESM::Land::REAL_SIZE/2. - 200))
{
MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
return true;

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