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Revert a problematic and performance costly workaround that should never have been applied and is no longer required as of the last commit.
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@ -995,41 +995,10 @@ namespace MWPhysics
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return !result.mHit;
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}
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// physactor->getOnGround() is not a reliable indicator of whether the actor
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// is on the ground (defaults to false, which means code blocks such as
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// CharacterController::update() may falsely detect "falling").
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//
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// Also, collisions can move z position slightly off zero, giving a false
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// indication. In order to reduce false detection of jumping, small distance
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// below the actor is detected and ignored. A value of 1.5 is used here, but
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// something larger may be more suitable. This change should resolve Bug#1271.
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//
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// TODO: There might be better places to update PhysicActor::mOnGround.
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bool PhysicsSystem::isOnGround(const MWWorld::Ptr &actor)
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{
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Actor* physactor = getActor(actor);
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if(!physactor)
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return false;
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if(physactor->getOnGround())
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return true;
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else
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{
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osg::Vec3f pos(actor.getRefData().getPosition().asVec3());
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ActorTracer tracer;
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// a small distance above collision object is considered "on ground"
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tracer.findGround(physactor,
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pos,
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pos - osg::Vec3f(0, 0, 1.5f), // trace a small amount down
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mCollisionWorld);
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if(tracer.mFraction < 1.0f) // collision, must be close to something below
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{
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physactor->setOnGround(true);
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return true;
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}
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else
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return false;
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}
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return physactor->getOnGround();
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}
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bool PhysicsSystem::canMoveToWaterSurface(const MWWorld::ConstPtr &actor, const float waterlevel)
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