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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.
This commit is contained in:
scrawl 2015-06-03 03:13:51 +02:00
parent cee1db532f
commit 292fa0b5e3

View File

@ -2638,15 +2638,6 @@ namespace MWWorld
float distance = 192.f; // ??
osg::Vec3f hitPosition = actor.getRefData().getPosition().asVec3();
if (actor == getPlayerPtr())
{
// For the player, use camera to aim
target = getFacedObject(distance);
if (!target.isEmpty())
hitPosition = target.getRefData().getPosition().asVec3();
}
else
{
// For NPCs use facing direction from Head node
osg::Vec3f origin(actor.getRefData().getPosition().asVec3());
@ -2673,7 +2664,6 @@ namespace MWWorld
MWPhysics::PhysicsSystem::RayResult result = mPhysics->castRay(origin, dest, actor);
target = result.mHitObject;
hitPosition = result.mHitPos;
}
std::string selectedSpell = stats.getSpells().getSelectedSpell();