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# include "actiontrap.hpp"
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# include "../mwmechanics/spellcasting.hpp"
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# include "../mwbase/environment.hpp"
# include "../mwbase/world.hpp"
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namespace MWWorld
{
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void ActionTrap : : executeImp ( const Ptr & actor )
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{
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osg : : Vec3f actorPosition ( actor . getRefData ( ) . getPosition ( ) . asVec3 ( ) ) ;
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osg : : Vec3f trapPosition ( mTrapSource . getRefData ( ) . getPosition ( ) . asVec3 ( ) ) ;
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float trapRange = MWBase : : Environment : : get ( ) . getWorld ( ) - > getMaxActivationDistance ( ) ;
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// Note: can't just detonate the trap at the trapped object's location and use the blast
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// radius, because for most trap spells this is 1 foot, much less than the activation distance.
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// Using activation distance as the trap range.
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if ( actor = = MWBase : : Environment : : get ( ) . getWorld ( ) - > getPlayerPtr ( ) & & MWBase : : Environment : : get ( ) . getWorld ( ) - > getDistanceToFacedObject ( ) > trapRange ) // player activated object outside range of trap
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{
MWMechanics : : CastSpell cast ( mTrapSource , mTrapSource ) ;
cast . mHitPosition = trapPosition ;
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cast . cast ( mSpellId ) ;
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}
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else // player activated object within range of trap, or NPC activated trap
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{
MWMechanics : : CastSpell cast ( mTrapSource , actor ) ;
cast . mHitPosition = actorPosition ;
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cast . cast ( mSpellId ) ;
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}
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mTrapSource . getCellRef ( ) . setTrap ( " " ) ;
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}
}