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[VR Client] Use ObjectActivate when activating objects in VR
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parent
7381e6bf60
commit
12b149c598
2 changed files with 38 additions and 2 deletions
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@ -186,7 +186,25 @@ namespace MWVR
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{
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{
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if (wm->getMode() != MWGui::GM_Container && wm->getMode() != MWGui::GM_Inventory)
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if (wm->getMode() != MWGui::GM_Container && wm->getMode() != MWGui::GM_Inventory)
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return;
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return;
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wm->getInventoryWindow()->pickUpObject(ptr);
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/*
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Start of tes3mp change (major)
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Disable unilateral picking up of objects on this client
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Instead, send an ID_OBJECT_ACTIVATE packet every time an attempt is made to pick up
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an item here and expect the server's reply to our packet to cause the actual
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picking up of items
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*/
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//wm->getInventoryWindow()->pickUpObject(ptr);
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mwmp::ObjectList *objectList = mwmp::Main::get().getNetworking()->getObjectList();
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objectList->reset();
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objectList->packetOrigin = mwmp::CLIENT_GAMEPLAY;
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objectList->addObjectActivate(ptr, MWMechanics::getPlayer());
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objectList->sendObjectActivate();
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/*
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End of tes3mp change (major)
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*/
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}
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}
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else
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else
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{
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{
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@ -237,7 +237,25 @@ namespace MWWorld
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void Player::activate(MWWorld::Ptr obj)
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void Player::activate(MWWorld::Ptr obj)
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{
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{
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MWBase::Environment::get().getWorld()->activate(obj, getPlayer());
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/*
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Start of tes3mp change (major)
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Disable unilateral activating of objects on this client
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Instead, send an ID_OBJECT_ACTIVATE packet every time an attempt to activate
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an object is made here and expect the server's reply to our packet to cause
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the actual activation of objects
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*/
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//MWBase::Environment::get().getWorld()->activate(obj, getPlayer());
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mwmp::ObjectList* objectList = mwmp::Main::get().getNetworking()->getObjectList();
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objectList->reset();
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objectList->packetOrigin = mwmp::CLIENT_GAMEPLAY;
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objectList->addObjectActivate(obj, MWMechanics::getPlayer());
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objectList->sendObjectActivate();
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/*
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End of tes3mp change (major)
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*/
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}
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}
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void Player::activate()
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void Player::activate()
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