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	Slightly tweak the spawn point heuristics
Fixes an issue with hlaalu building exits
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					 1 changed files with 1 additions and 1 deletions
				
			
		|  | @ -221,7 +221,7 @@ namespace MWPhysics | ||||||
|                 collisionWorld->rayTest(from, to, resultCallback1); |                 collisionWorld->rayTest(from, to, resultCallback1); | ||||||
| 
 | 
 | ||||||
|                 if (resultCallback1.hasHit() && |                 if (resultCallback1.hasHit() && | ||||||
|                         ( (toOsg(resultCallback1.m_hitPointWorld) - tracer.mEndPos).length() > 30 |                         ( (toOsg(resultCallback1.m_hitPointWorld) - tracer.mEndPos).length() > 35 | ||||||
|                         || getSlope(tracer.mPlaneNormal) > sMaxSlope)) |                         || getSlope(tracer.mPlaneNormal) > sMaxSlope)) | ||||||
|                 { |                 { | ||||||
|                     actor->setOnGround(getSlope(toOsg(resultCallback1.m_hitNormalWorld)) <= sMaxSlope); |                     actor->setOnGround(getSlope(toOsg(resultCallback1.m_hitNormalWorld)) <= sMaxSlope); | ||||||
|  |  | ||||||
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