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Adjust actor rotation when flee by axis x
Otherwise Cliff Racers can go underwater.
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@ -40,6 +40,7 @@
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Bug #5499: Faction advance is available when requirements not met
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Bug #5499: Faction advance is available when requirements not met
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Bug #5502: Dead zone for analogue stick movement is too small
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Bug #5502: Dead zone for analogue stick movement is too small
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Bug #5507: Sound volume is not clamped on ingame settings update
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Bug #5507: Sound volume is not clamped on ingame settings update
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Bug #5531: Actors flee using current rotation by axis x
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Feature #390: 3rd person look "over the shoulder"
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Feature #390: 3rd person look "over the shoulder"
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Feature #2386: Distant Statics in the form of Object Paging
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Feature #2386: Distant Statics in the form of Object Paging
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Feature #5297: Add a search function to the "Datafiles" tab of the OpenMW launcher
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Feature #5297: Add a search function to the "Datafiles" tab of the OpenMW launcher
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@ -344,6 +344,7 @@ namespace MWMechanics
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{
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{
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storage.mFleeBlindRunTimer += duration;
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storage.mFleeBlindRunTimer += duration;
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storage.mMovement.mRotation[0] = -actor.getRefData().getPosition().rot[0];
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storage.mMovement.mRotation[2] = osg::PI + getZAngleToDir(target.getRefData().getPosition().asVec3()-actor.getRefData().getPosition().asVec3());
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storage.mMovement.mRotation[2] = osg::PI + getZAngleToDir(target.getRefData().getPosition().asVec3()-actor.getRefData().getPosition().asVec3());
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storage.mMovement.mPosition[1] = 1;
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storage.mMovement.mPosition[1] = 1;
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updateActorsMovement(actor, duration, storage);
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updateActorsMovement(actor, duration, storage);
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