forked from mirror/openmw-tes3mp
Cleanups and fixes
parent
199607423b
commit
c02695e56d
@ -1,40 +1,36 @@
|
||||
#include "actiontrap.hpp"
|
||||
|
||||
#include "../mwmechanics/spellcasting.hpp"
|
||||
|
||||
#include "../mwbase/environment.hpp"
|
||||
#include "../mwbase/world.hpp"
|
||||
|
||||
namespace MWWorld
|
||||
{
|
||||
|
||||
void ActionTrap::executeImp(const Ptr &actor, float distance)
|
||||
{
|
||||
osg::Vec3f actorPosition(actor.getRefData().getPosition().asVec3());
|
||||
osg::Vec3f trapPosition(mTrapSource.getRefData().getPosition().asVec3());
|
||||
float activationDistance = MWBase::Environment::get().getWorld()->getMaxActivationDistance();
|
||||
|
||||
// GUI calcs if object in activation distance include object and player geometry
|
||||
//const float fudgeFactor = 1.25f;
|
||||
|
||||
// Hack: if actor is beyond activation range, then assume actor is using telekinesis
|
||||
// to open door/container.
|
||||
// Note, can't just detonate the trap at the trapped object's location and use the blast
|
||||
// Note: can't just detonate the trap at the trapped object's location and use the blast
|
||||
// radius, because for most trap spells this is 1 foot, much less than the activation distance.
|
||||
// Using the activation distance as the trap range.
|
||||
|
||||
if (distance < activationDistance)
|
||||
{
|
||||
// assume actor touched trap
|
||||
// actor activated object within range of trap
|
||||
MWMechanics::CastSpell cast(mTrapSource, actor);
|
||||
cast.mHitPosition = actorPosition;
|
||||
cast.cast(mSpellId);
|
||||
}
|
||||
else
|
||||
{
|
||||
// assume telekinesis used
|
||||
// actor activated object outside range of trap
|
||||
MWMechanics::CastSpell cast(mTrapSource, mTrapSource);
|
||||
cast.mHitPosition = trapPosition;
|
||||
cast.cast(mSpellId);
|
||||
}
|
||||
mTrapSource.getCellRef().setTrap("");
|
||||
}
|
||||
|
||||
}
|
||||
|
Loading…
Reference in New Issue