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Windows debug build crash fix.
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@ -497,12 +497,12 @@ namespace MWMechanics
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// coded at 250ms or 1/4 second
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//
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// TODO: Add a parameter to vary DURATION_SAME_SPOT?
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MWWorld::CellStore *cell = actor.getCell();
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if((distToTarget > rangeAttack || mFollowTarget) &&
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mObstacleCheck.check(actor, tReaction)) // check if evasive action needed
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{
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// first check if we're walking into a door
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mDoorCheckDuration += 1.0f; // add time taken for obstacle check
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MWWorld::CellStore *cell = actor.getCell();
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if(mDoorCheckDuration >= DOOR_CHECK_INTERVAL && !cell->getCell()->isExterior())
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{
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mDoorCheckDuration = 0;
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@ -542,28 +542,26 @@ namespace MWMechanics
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}
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}
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MWWorld::LiveCellRef<ESM::Door>& ref = *mDoorIter;
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float minSqr = 1.6 * 1.6 * MIN_DIST_TO_DOOR_SQUARED; // for legibility
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// TODO: add reaction to checking open doors
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if(mBackOffDoor &&
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vActorPos.squaredDistance(Ogre::Vector3(ref.mRef.mPos.pos)) < minSqr)
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if(!cell->getCell()->isExterior() && !mDoors.mList.empty())
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{
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mMovement.mPosition[1] = -0.2; // back off, but slowly
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MWWorld::LiveCellRef<ESM::Door>& ref = *mDoorIter;
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float minSqr = 1.6 * 1.6 * MIN_DIST_TO_DOOR_SQUARED; // for legibility
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// TODO: add reaction to checking open doors
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if(mBackOffDoor &&
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vActorPos.squaredDistance(Ogre::Vector3(ref.mRef.mPos.pos)) < minSqr)
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{
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mMovement.mPosition[1] = -0.2; // back off, but slowly
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}
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else if(mBackOffDoor &&
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mDoorIter != mDoors.mList.end() &&
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ref.mData.getLocalRotation().rot[2] >= 1)
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{
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mDoorIter = mDoors.mList.end();
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mBackOffDoor = false;
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//std::cout<<"open door id \""<<ref.mRef.mRefID<<"\""<<std::endl;
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mMovement.mPosition[1] = 1;
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}
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}
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else if(mBackOffDoor &&
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mDoorIter != mDoors.mList.end() &&
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ref.mData.getLocalRotation().rot[2] >= 1)
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{
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mDoorIter = mDoors.mList.end();
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mBackOffDoor = false;
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//std::cout<<"open door id \""<<ref.mRef.mRefID<<"\""<<std::endl;
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mMovement.mPosition[1] = 1;
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}
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// these lines break ranged combat distance keeping
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//else
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//{
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// mMovement.mPosition[1] = 1; // FIXME: oscillation?
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//}
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return false;
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}
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