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Take in account actor half extents for obstacle check
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@ -2,6 +2,8 @@
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#include <components/sceneutil/positionattitudetransform.hpp>
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#include "../mwbase/world.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/cellstore.hpp"
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@ -123,15 +125,17 @@ namespace MWMechanics
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*/
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void ObstacleCheck::update(const MWWorld::Ptr& actor, float duration)
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{
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const MWWorld::Class& cls = actor.getClass();
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ESM::Position pos = actor.getRefData().getPosition();
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const ESM::Position pos = actor.getRefData().getPosition();
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if(mDistSameSpot == -1)
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mDistSameSpot = DIST_SAME_SPOT * cls.getSpeed(actor);
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if (mDistSameSpot == -1)
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{
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const osg::Vec3f halfExtents = MWBase::Environment::get().getWorld()->getHalfExtents(actor);
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mDistSameSpot = DIST_SAME_SPOT * actor.getClass().getSpeed(actor) + 1.2 * std::max(halfExtents.x(), halfExtents.y());
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}
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float distSameSpot = mDistSameSpot * duration;
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bool samePosition = (osg::Vec2f(pos.pos[0], pos.pos[1]) - osg::Vec2f(mPrevX, mPrevY)).length2() < distSameSpot * distSameSpot;
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const float distSameSpot = mDistSameSpot * duration;
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const float squaredMovedDistance = (osg::Vec2f(pos.pos[0], pos.pos[1]) - osg::Vec2f(mPrevX, mPrevY)).length2();
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const bool samePosition = squaredMovedDistance < distSameSpot * distSameSpot;
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// update position
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mPrevX = pos.pos[0];
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