actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run,true);//Make NPC run
actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run,true);//Make NPC run
elseif(dist<325)//Have a bit of a dead zone, otherwise npc will constantly flip between running and not when right on the edge of the running threshhold
elseif(dist<325)//Have a bit of a dead zone, otherwise npc will constantly flip between running and not when right on the edge of the running threshold
actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run,false);//make NPC walk
actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run,false);//make NPC walk
if(result==Result_MaxSlope&&(velocity*remainingTime).length()<minStep)// to make sure the maximum stepping distance isn't framerate-dependent or movement-speed dependent
// The SunDiscSunsetColor in the INI isn't exactly the resulting color on screen, most likely because
// The SunDiscSunsetColor in the INI isn't exactly the resulting color on screen, most likely because
// MW applied the color to the ambient term as well. After the ambient and emissive terms are added together, the fixed pipeline
// MW applied the color to the ambient term as well. After the ambient and emissive terms are added together, the fixed pipeline
// would then clamp the total lighting to (1,1,1). A noticable change in color tone can be observed when only one of the color components gets clamped.
// would then clamp the total lighting to (1,1,1). A noticeable change in color tone can be observed when only one of the color components gets clamped.
// Unfortunately that means we can't use the INI color as is, have to replicate the above nonsense.
// Unfortunately that means we can't use the INI color as is, have to replicate the above nonsense.