forked from mirror/openmw-tes3mp
post master-merge fixes. Looks a little odd.
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1 changed files with 4 additions and 4 deletions
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@ -47,7 +47,7 @@ namespace MWMechanics
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//check if actor is near the border of an inactive cell. If so, disable aitravel.
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//check if actor is near the border of an inactive cell. If so, disable aitravel.
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if(sideX*(pos.pos[0] - actor.getCell()->mCell->mData.mX * ESM::Land::REAL_SIZE) > sideX*(ESM::Land::REAL_SIZE/2. - 2000))
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if(sideX*(pos.pos[0] - actor.getCell()->mCell->mData.mX * ESM::Land::REAL_SIZE) > sideX*(ESM::Land::REAL_SIZE/2. - 2000))
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{
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{
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MWWorld::Class::get(actor).getMovementSettings(actor).mForwardBackward = 0;
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MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
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return true;
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return true;
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}
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}
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}
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}
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@ -57,7 +57,7 @@ namespace MWMechanics
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//check if actor is near the border of an inactive cell. If so, disable aitravel.
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//check if actor is near the border of an inactive cell. If so, disable aitravel.
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if(sideY*(pos.pos[1] - actor.getCell()->mCell->mData.mY * ESM::Land::REAL_SIZE) > sideY*(ESM::Land::REAL_SIZE/2. - 2000))
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if(sideY*(pos.pos[1] - actor.getCell()->mCell->mData.mY * ESM::Land::REAL_SIZE) > sideY*(ESM::Land::REAL_SIZE/2. - 2000))
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{
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{
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MWWorld::Class::get(actor).getMovementSettings(actor).mForwardBackward = 0;
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MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
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return true;
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return true;
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}
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}
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}
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}
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@ -88,13 +88,13 @@ namespace MWMechanics
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}
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}
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if(mPathFinder.checkIfNextPointReached(pos.pos[0],pos.pos[1],pos.pos[2]))
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if(mPathFinder.checkIfNextPointReached(pos.pos[0],pos.pos[1],pos.pos[2]))
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{
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{
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MWWorld::Class::get(actor).getMovementSettings(actor).mForwardBackward = 0;
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MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
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return true;
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return true;
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}
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}
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float zAngle = mPathFinder.getZAngleToNext(pos.pos[0],pos.pos[1],pos.pos[2]);
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float zAngle = mPathFinder.getZAngleToNext(pos.pos[0],pos.pos[1],pos.pos[2]);
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MWBase::Environment::get().getWorld()->rotateObject(actor,0,0,zAngle,false);
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MWBase::Environment::get().getWorld()->rotateObject(actor,0,0,zAngle,false);
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MWWorld::Class::get(actor).getMovementSettings(actor).mForwardBackward = 1;
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MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 1;
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return false;
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return false;
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}
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}
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