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fix possible bug in aipursue

This commit is contained in:
Miloslav Číž 2017-11-05 23:46:15 +01:00
parent f34223fce9
commit f98a821482

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@ -55,7 +55,7 @@ bool AiPursue::execute (const MWWorld::Ptr& actor, CharacterController& characte
float pathTolerance = 100.0;
if (pathTo(actor, dest, duration, pathTolerance) &&
MWMechanics::distance(dest,aPos.pos[0],aPos.pos[1],aPos.pos[2]) < pathTolerance) // check the true distance in case the target is far away in Z-direction
abs(dest.mZ - aPos.pos[2]) < pathTolerance) // check the true distance in case the target is far away in Z-direction
{
target.getClass().activate(target,actor).get()->execute(actor); //Arrest player when reached
return true;