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check position to stop AIFollow
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@ -27,17 +27,19 @@ MWMechanics::AiFollow *MWMechanics::AiFollow::clone() const
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mStuckTimer = mStuckTimer + duration;
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mTotalTime = mTotalTime + duration;
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if(mTotalTime > mDuration) return true;
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ESM::Position pos = actor.getRefData().getPosition();
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if(mTotalTime > mDuration ||
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(pos.pos[0]-mX)*(pos.pos[0]-mX) +
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(pos.pos[1]-mY)*(pos.pos[1]-mY) +
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(pos.pos[2]-mZ)*(pos.pos[2]-mZ) < 100*100)
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return true;
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ESM::Pathgrid::Point dest;
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dest.mX = target.getRefData().getPosition().pos[0];
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dest.mY = target.getRefData().getPosition().pos[1];
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dest.mZ = target.getRefData().getPosition().pos[2];
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//std::cout << dest.mX;
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ESM::Position pos = actor.getRefData().getPosition();
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if(mTimer > 0.25)
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{
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if(!mPathFinder.getPath().empty())
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@ -63,7 +65,6 @@ MWMechanics::AiFollow *MWMechanics::AiFollow::clone() const
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+(mStuckPos.pos[2] - pos.pos[2])*(mStuckPos.pos[2] - pos.pos[2])
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< 100) //NPC is stuck
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{
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std::cout << "stck\n";
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ESM::Pathgrid::Point start;
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start.mX = pos.pos[0];
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start.mY = pos.pos[1];
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