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When an NPC fire a projectile, it should affect only its targeted actor. To this end, after a hit is detected the target is checked against the list of AI targets and reactivated if necessary. Problem occurs when the hit occurs as a result of a friendly actor going into the projectile (detected in ClosestNotMeConvexResultCallback): while the projectile is inside the friend's collision box, it is deactivated, just to be immediately reactivated. Effectively, the projectile does nothing until the actor moves out. Add a check inside the ClosestNotMeConvexResultCallback before declaring a hit. Since the necessary data is not safely accessible from the async thread, maintain a copy inside the Projectile class. |
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mwbase | ||
mwclass | ||
mwdialogue | ||
mwgui | ||
mwinput | ||
mwmechanics | ||
mwphysics | ||
mwrender | ||
mwscript | ||
mwsound | ||
mwstate | ||
mwworld | ||
android_main.cpp | ||
CMakeLists.txt | ||
doc.hpp | ||
engine.cpp | ||
engine.hpp | ||
main.cpp |