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[Client] Assign summoned creatures' actorId correctly, skipping those already assigned

This commit is contained in:
uramer 2020-03-18 22:28:00 +01:00
parent dae76b91ee
commit 3e7230e89d
2 changed files with 2 additions and 1 deletions

View file

@ -751,7 +751,7 @@ namespace MWMechanics
{ {
for (std::map<CreatureStats::SummonKey, int>::iterator it = mSummonedCreatures.begin(); it != mSummonedCreatures.end(); ) for (std::map<CreatureStats::SummonKey, int>::iterator it = mSummonedCreatures.begin(); it != mSummonedCreatures.end(); )
{ {
if (Misc::StringUtils::ciEqual(getSummonedCreature(it->first.first), refId)) if (Misc::StringUtils::ciEqual(getSummonedCreature(it->first.first), refId) && it->second == -1)
{ {
it->second = actorId; it->second = actorId;
break; break;

View file

@ -4,6 +4,7 @@
#include <string> #include <string>
#include <memory> #include <memory>
#include <unordered_map> #include <unordered_map>
#include <stdexcept>
#define BPP_INIT(packet_id) packetID = packet_id; strPacketID = #packet_id; className = typeid(this).name(); avoidReading = false; #define BPP_INIT(packet_id) packetID = packet_id; strPacketID = #packet_id; className = typeid(this).name(); avoidReading = false;