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Skip stepping if movement tracer hits actor.
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@ -407,7 +407,7 @@ namespace MWPhysics
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float hitHeight = tracer.mHitPoint.z() - tracer.mEndPos.z() + halfExtents.z();
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float hitHeight = tracer.mHitPoint.z() - tracer.mEndPos.z() + halfExtents.z();
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osg::Vec3f oldPosition = newPosition;
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osg::Vec3f oldPosition = newPosition;
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bool result = false;
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bool result = false;
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if (hitHeight < sStepSizeUp)
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if (hitHeight < sStepSizeUp && !isActor(tracer.mHitObject))
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{
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{
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// Try to step up onto it.
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// Try to step up onto it.
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// NOTE: stepMove does not allow stepping over, modifies newPosition if successful
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// NOTE: stepMove does not allow stepping over, modifies newPosition if successful
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