From 6887930c04e2a3103139313ae393c154d76a311b Mon Sep 17 00:00:00 2001 From: David Cernat Date: Thu, 2 Mar 2017 22:12:46 +0200 Subject: [PATCH] [Client] Let scripts handle respawn point instead of hardcoding it --- apps/openmw/mwmp/Networking.cpp | 5 ----- 1 file changed, 5 deletions(-) diff --git a/apps/openmw/mwmp/Networking.cpp b/apps/openmw/mwmp/Networking.cpp index aaa0a0dc5..9251e56f7 100644 --- a/apps/openmw/mwmp/Networking.cpp +++ b/apps/openmw/mwmp/Networking.cpp @@ -483,16 +483,11 @@ void Networking::processPlayerPacket(RakNet::Packet *packet) { MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr(); player.getClass().getCreatureStats(player).resurrect(); - ESM::Position resurrectPos; - MWBase::Environment::get().getWorld()->findInteriorPosition("Pelagiad, Fort Pelagiad", resurrectPos); - MWBase::Environment::get().getWorld()->changeToInteriorCell("Pelagiad, Fort Pelagiad", resurrectPos, true); // If this player had a weapon or spell readied when dying, they will // still have it readied but be unable to use it unless we clear it here player.getClass().getNpcStats(player).setDrawState(MWMechanics::DrawState_Nothing); - getLocalPlayer()->position = resurrectPos; - getLocalPlayer()->cell = *player.getCell()->getCell(); myPacket->Send(getLocalPlayer(), serverAddr); getLocalPlayer()->updateDynamicStats(true);