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ObstacleCheck: tweak the stuck detection parameters
The netch_betty wander animation starts up so slowly that the creature thought it was stuck, even though it's not.
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@ -11,8 +11,8 @@
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namespace MWMechanics
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{
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// NOTE: determined empirically but probably need further tweaking
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static const float DIST_SAME_SPOT = 0.72f;
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static const float DURATION_SAME_SPOT = 1.0f;
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static const float DIST_SAME_SPOT = 0.5f;
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static const float DURATION_SAME_SPOT = 1.5f;
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static const float DURATION_TO_EVADE = 0.4f;
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const float ObstacleCheck::evadeDirections[NUM_EVADE_DIRECTIONS][2] =
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