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Handle mCellId in AiEscort
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1 changed files with 5 additions and 0 deletions
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@ -1,12 +1,14 @@
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#include "aiescort.hpp"
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#include "aiescort.hpp"
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#include <components/esm/aisequence.hpp>
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#include <components/esm/aisequence.hpp>
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#include <components/esm/loadcell.hpp>
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#include "../mwbase/world.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/cellstore.hpp"
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#include "../mwmechanics/creaturestats.hpp"
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#include "../mwmechanics/creaturestats.hpp"
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@ -73,6 +75,9 @@ namespace MWMechanics
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return true;
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return true;
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}
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}
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if (!mCellId.empty() && mCellId != actor.getCell()->getCell()->getCellId().mWorldspace)
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return false; // Not in the correct cell, pause and rely on the player to go back through a teleport door
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actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing);
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actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing);
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actor.getClass().getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, false);
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actor.getClass().getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, false);
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