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Unify raycasting techniques for "on touch" magic
We don't want pixel-precise raycasting here. Gets annoying when trying to hit a skeleton.
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@ -2638,15 +2638,6 @@ namespace MWWorld
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float distance = 192.f; // ??
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float distance = 192.f; // ??
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osg::Vec3f hitPosition = actor.getRefData().getPosition().asVec3();
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osg::Vec3f hitPosition = actor.getRefData().getPosition().asVec3();
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if (actor == getPlayerPtr())
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{
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// For the player, use camera to aim
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target = getFacedObject(distance);
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if (!target.isEmpty())
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hitPosition = target.getRefData().getPosition().asVec3();
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}
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else
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{
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// For NPCs use facing direction from Head node
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// For NPCs use facing direction from Head node
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osg::Vec3f origin(actor.getRefData().getPosition().asVec3());
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osg::Vec3f origin(actor.getRefData().getPosition().asVec3());
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@ -2673,7 +2664,6 @@ namespace MWWorld
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MWPhysics::PhysicsSystem::RayResult result = mPhysics->castRay(origin, dest, actor);
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MWPhysics::PhysicsSystem::RayResult result = mPhysics->castRay(origin, dest, actor);
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target = result.mHitObject;
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target = result.mHitObject;
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hitPosition = result.mHitPos;
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hitPosition = result.mHitPos;
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}
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std::string selectedSpell = stats.getSpells().getSelectedSpell();
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std::string selectedSpell = stats.getSpells().getSelectedSpell();
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