diff --git a/apps/openmw/mwworld/worldimp.cpp b/apps/openmw/mwworld/worldimp.cpp index e223435dd..947de0e4d 100644 --- a/apps/openmw/mwworld/worldimp.cpp +++ b/apps/openmw/mwworld/worldimp.cpp @@ -2223,7 +2223,7 @@ namespace MWWorld const Ogre::Vector3& worldPos, const Ogre::Quaternion& orient, MWWorld::Ptr bow, float speed) { ProjectileState state; - state.mActorHandle = actor.getRefData().getHandle(); + state.mActorId = actor.getClass().getCreatureStats(actor).getActorId(); state.mBow = bow; state.mVelocity = orient.yAxis() * speed; @@ -2310,7 +2310,7 @@ namespace MWWorld MagicBoltState state; state.mSourceName = sourceName; state.mId = id; - state.mActorHandle = actor.getRefData().getHandle(); + state.mActorId = actor.getClass().getCreatureStats(actor).getActorId(); state.mSpeed = speed; state.mStack = stack; @@ -2374,7 +2374,7 @@ namespace MWWorld if (obstacle == ptr) continue; - MWWorld::Ptr caster = searchPtrViaHandle(it->second.mActorHandle); + MWWorld::Ptr caster = searchPtrViaActorId(it->second.mActorId); // Arrow intersects with player immediately after shooting :/ if (obstacle == caster) @@ -2460,7 +2460,7 @@ namespace MWWorld if (obstacle == ptr) continue; - MWWorld::Ptr caster = searchPtrViaHandle(it->second.mActorHandle); + MWWorld::Ptr caster = searchPtrViaActorId(it->second.mActorId); if (caster.isEmpty()) caster = obstacle; @@ -2483,7 +2483,7 @@ namespace MWWorld if (explode) { - MWWorld::Ptr caster = searchPtrViaHandle(it->second.mActorHandle); + MWWorld::Ptr caster = searchPtrViaActorId(it->second.mActorId); explodeSpell(Ogre::Vector3(ptr.getRefData().getPosition().pos), ptr, it->second.mEffects, caster, it->second.mId, it->second.mSourceName); deleteObject(ptr); diff --git a/apps/openmw/mwworld/worldimp.hpp b/apps/openmw/mwworld/worldimp.hpp index 2328e67a8..953045fa2 100644 --- a/apps/openmw/mwworld/worldimp.hpp +++ b/apps/openmw/mwworld/worldimp.hpp @@ -96,7 +96,7 @@ namespace MWWorld std::string mId; // Actor who casted this projectile - std::string mActorHandle; + int mActorId; // Name of item to display as effect source in magic menu (in case we casted an enchantment) std::string mSourceName; @@ -111,7 +111,7 @@ namespace MWWorld struct ProjectileState { // Actor who shot this projectile - std::string mActorHandle; + int mActorId; MWWorld::Ptr mBow; // bow or crossbow the projectile was fired from