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@ -41,12 +41,23 @@ void Cell::updateLocal(bool forceUpdate)
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if (newStore != store)
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{
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actor->updateCell();
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std::string mapIndex = it->first;
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LOG_APPEND(Log::LOG_INFO, "- Removing LocalActor %s which is no longer in this cell", it->first.c_str());
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Main::get().getCellController()->removeLocalActorRecord(it->first);
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LOG_APPEND(Log::LOG_INFO, "- Removing LocalActor %s which is no longer in this cell", mapIndex.c_str());
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// If the cell this actor has moved to is under our authority, move them to it
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if (Main::get().getCellController()->hasLocalAuthority(actor->cell))
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{
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Cell *newCell = Main::get().getCellController()->getCell(actor->cell);
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newCell->localActors[mapIndex] = actor;
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Main::get().getCellController()->setLocalActorRecord(mapIndex, newCell->getDescription());
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}
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else
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{
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Main::get().getCellController()->removeLocalActorRecord(mapIndex);
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delete actor;
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}
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delete actor;
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localActors.erase(it++);
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}
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else
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@ -240,13 +251,19 @@ void Cell::readCellChange(ActorList& actorList)
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MWWorld::CellStore *newStore = Main::get().getCellController()->getCellStore(actor->cell);
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actor->setCell(newStore);
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Main::get().getCellController()->removeDedicatedActorRecord(mapIndex);
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// If the cell this actor has moved to is active, initialize them in it
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// If the cell this actor has moved to is active, move them to it
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if (Main::get().getCellController()->isInitializedCell(actor->cell))
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Main::get().getCellController()->getCell(actor->cell)->initializeDedicatedActor(actor->getPtr());
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{
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Cell *newCell = Main::get().getCellController()->getCell(actor->cell);
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newCell->dedicatedActors[mapIndex] = actor;
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Main::get().getCellController()->setDedicatedActorRecord(mapIndex, newCell->getDescription());
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}
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else
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{
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Main::get().getCellController()->removeDedicatedActorRecord(mapIndex);
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delete actor;
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}
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delete actor;
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dedicatedActors.erase(mapIndex);
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}
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}
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