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fix rotation for objects in inactive cells and forced vanity mode

This commit is contained in:
greye 2013-02-25 22:00:50 +04:00
parent 88e8659a49
commit 661fd73c6e

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@ -832,16 +832,16 @@ namespace MWWorld
rot.y = Ogre::Degree(y).valueRadians();
rot.z = Ogre::Degree(z).valueRadians();
float *objRot = ptr.getRefData().getPosition().rot;
if(ptr.getRefData().getBaseNode() == 0 || !mRendering->rotateObject(ptr, rot, adjust))
if (mRendering->rotateObject(ptr, rot, adjust))
{
objRot[0] = (adjust ? objRot[0] + rot.x : rot.x), objRot[1] = (adjust ? objRot[1] + rot.y : rot.y), objRot[2] = (adjust ? objRot[2] + rot.z : rot.z);
return;
}
// rotate physically iff renderer confirm so
float *objRot = ptr.getRefData().getPosition().rot;
objRot[0] = rot.x, objRot[1] = rot.y, objRot[2] = rot.z;
// do this after rendering rotated the object so it gets changed by Class->adjustRotation
objRot[0] = rot.x, objRot[1] = rot.y, objRot[2] = rot.z;
mPhysics->rotateObject(ptr);
if (ptr.getRefData().getBaseNode() != 0) {
mPhysics->rotateObject(ptr);
}
}
}
void World::safePlaceObject(const MWWorld::Ptr& ptr,MWWorld::CellStore &Cell,ESM::Position pos)