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Avoid build path through the ground for flying wandering creatures
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1 changed files with 3 additions and 2 deletions
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@ -298,7 +298,8 @@ namespace MWMechanics
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const auto currentPosition = actor.getRefData().getPosition().asVec3();
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std::size_t attempts = 10; // If a unit can't wander out of water, don't want to hang here
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bool isWaterCreature = actor.getClass().isPureWaterCreature(actor);
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const bool isWaterCreature = actor.getClass().isPureWaterCreature(actor);
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const bool isFlyingCreature = actor.getClass().isPureFlyingCreature(actor);
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do {
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// Determine a random location within radius of original position
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const float wanderRadius = (0.2f + Misc::Rng::rollClosedProbability() * 0.8f) * wanderDistance;
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@ -312,7 +313,7 @@ namespace MWMechanics
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if (!isWaterCreature && destinationIsAtWater(actor, mDestination))
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continue;
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if (isWaterCreature && destinationThroughGround(currentPosition, mDestination))
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if ((isWaterCreature || isFlyingCreature) && destinationThroughGround(currentPosition, mDestination))
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continue;
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const osg::Vec3f halfExtents = MWBase::Environment::get().getWorld()->getPathfindingHalfExtents(actor);
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