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Take in account caster's race height when launch magic bolt (bug #5209)

This commit is contained in:
Andrei Kortunov 2019-11-17 16:04:14 +04:00
parent 8dbbe42f21
commit d1e0fa575e
2 changed files with 2 additions and 1 deletions

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@ -173,6 +173,7 @@
Bug #5190: On-strike enchantments can be applied to and used with non-projectile ranged weapons
Bug #5196: Dwarven ghosts do not use idle animations
Bug #5206: A "class does not have NPC stats" error when player's follower kills an enemy with damage spell
Bug #5209: Spellcasting ignores race height
Feature #1774: Handle AvoidNode
Feature #2229: Improve pathfinding AI
Feature #3025: Analogue gamepad movement controls

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@ -262,7 +262,7 @@ namespace MWWorld
{
// Spawn at 0.75 * ActorHeight
// Note: we ignore the collision box offset, this is required to make some flying creatures work as intended.
pos.z() += mPhysics->getHalfExtents(caster).z() * 2 * 0.75;
pos.z() += mPhysics->getRenderingHalfExtents(caster).z() * 2 * 0.75;
}
if (MWBase::Environment::get().getWorld()->isUnderwater(caster.getCell(), pos)) // Underwater casting not possible