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fix possible bug in aipursue
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@ -55,7 +55,7 @@ bool AiPursue::execute (const MWWorld::Ptr& actor, CharacterController& characte
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float pathTolerance = 100.0;
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if (pathTo(actor, dest, duration, pathTolerance) &&
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MWMechanics::distance(dest,aPos.pos[0],aPos.pos[1],aPos.pos[2]) < pathTolerance) // check the true distance in case the target is far away in Z-direction
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abs(dest.mZ - aPos.pos[2]) < pathTolerance) // check the true distance in case the target is far away in Z-direction
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{
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target.getClass().activate(target,actor).get()->execute(actor); //Arrest player when reached
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return true;
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