diff --git a/CHANGELOG.md b/CHANGELOG.md index 5a2cb61796..1a6621bf20 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -82,6 +82,7 @@ Bug #4558: Mesh optimizer: check for reserved node name is case-sensitive Bug #4563: Fast travel price logic checks destination cell instead of service actor cell Bug #4565: Underwater view distance should be limited + Bug #4573: Player uses headtracking in the 1st-person mode Feature #2606: Editor: Implemented (optional) case sensitive global search Feature #3083: Play animation when NPC is casting spell via script Feature #3103: Provide option for disposition to get increased by successful trade diff --git a/apps/openmw/mwmechanics/actors.cpp b/apps/openmw/mwmechanics/actors.cpp index 768d9e37a8..e3cd517993 100644 --- a/apps/openmw/mwmechanics/actors.cpp +++ b/apps/openmw/mwmechanics/actors.cpp @@ -1298,6 +1298,8 @@ namespace MWMechanics // AI and magic effects update for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter) { + bool isPlayer = iter->first == player; + float distSqr = (player.getRefData().getPosition().asVec3() - iter->first.getRefData().getPosition().asVec3()).length2(); // AI processing is only done within distance of 7168 units to the player. Note the "AI distance" slider doesn't affect this // (it only does some throttling for targets beyond the "AI distance", so doesn't give any guarantees as to whether AI will be enabled or not) @@ -1305,7 +1307,7 @@ namespace MWMechanics // using higher values will make a quest in Bloodmoon harder or impossible to complete (bug #1876) bool inProcessingRange = distSqr <= sqrAiProcessingDistance; - if (iter->first == player) + if (isPlayer) iter->second->getCharacterController()->setAttackingOrSpell(MWBase::Environment::get().getWorld()->getPlayer().getAttackingOrSpell()); // If dead or no longer in combat, no longer store any actors who attempted to hit us. Also remove for the player. @@ -1337,14 +1339,14 @@ namespace MWMechanics { if (timerUpdateAITargets == 0) { - if (iter->first != player) + if (!isPlayer) adjustCommandedActor(iter->first); for(PtrActorMap::iterator it(mActors.begin()); it != mActors.end(); ++it) { - if (it->first == iter->first || iter->first == player) // player is not AI-controlled + if (it->first == iter->first || isPlayer) // player is not AI-controlled continue; - engageCombat(iter->first, it->first, cachedAllies, it->first == player); + engageCombat(iter->first, it->first, cachedAllies, isPlayer); } } if (timerUpdateHeadTrack == 0) @@ -1353,12 +1355,15 @@ namespace MWMechanics MWWorld::Ptr headTrackTarget; MWMechanics::CreatureStats& stats = iter->first.getClass().getCreatureStats(iter->first); + bool firstPersonPlayer = isPlayer && MWBase::Environment::get().getWorld()->isFirstPerson(); - // Unconsious actor can not track target - // Also actors in combat and pursue mode do not bother to headtrack + // 1. Unconsious actor can not track target + // 2. Actors in combat and pursue mode do not bother to headtrack + // 3. Player character does not use headtracking in the 1st-person view if (!stats.getKnockedDown() && !stats.getAiSequence().isInCombat() && - !stats.getAiSequence().hasPackage(AiPackage::TypeIdPursue)) + !stats.getAiSequence().hasPackage(AiPackage::TypeIdPursue) && + !firstPersonPlayer) { for(PtrActorMap::iterator it(mActors.begin()); it != mActors.end(); ++it) {