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@ -201,18 +201,7 @@ namespace MWMechanics
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stopWalking(actor, storage);
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currentCell = actor.getCell();
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storage.mPopulateAvailableNodes = true;
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}
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// Here we should reset an initial position, if a current cell was REALLY changed
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// We do not store AiStorage in a savegame, so cellChange is not help us in this case
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// TODO: find a more simple and fast solution, or do not store the mInitialActorPosition at all
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if (mStoredInitialActorPosition)
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{
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int cx,cy;
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MWBase::Environment::get().getWorld()->positionToIndex(mInitialActorPosition.x(),mInitialActorPosition.y(),cx,cy);
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MWWorld::CellStore* cell = MWBase::Environment::get().getWorld()->getExterior(cx,cy);
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if (cell != currentCell)
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mStoredInitialActorPosition = false;
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mStoredInitialActorPosition = false;
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}
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mRemainingDuration -= ((duration*MWBase::Environment::get().getWorld()->getTimeScaleFactor()) / 3600);
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