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Merge pull request #2711 from Capostrophic/failsafe
Revert infinite fall failsafe addition
This commit is contained in:
commit
8442446080
3 changed files with 0 additions and 25 deletions
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@ -203,7 +203,6 @@
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Bug #5269: Editor: Cell lighting in resaved cleaned content files is corrupted
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Bug #5269: Editor: Cell lighting in resaved cleaned content files is corrupted
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Bug #5278: Console command Show doesn't fall back to global variable after local var not found
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Bug #5278: Console command Show doesn't fall back to global variable after local var not found
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Bug #5300: NPCs don't switch from torch to shield when starting combat
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Bug #5300: NPCs don't switch from torch to shield when starting combat
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Feature #1415: Infinite fall failsafe
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Feature #1774: Handle AvoidNode
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Feature #1774: Handle AvoidNode
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Feature #2229: Improve pathfinding AI
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Feature #2229: Improve pathfinding AI
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Feature #3025: Analogue gamepad movement controls
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Feature #3025: Analogue gamepad movement controls
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@ -33,7 +33,6 @@
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#include "../mwphysics/object.hpp"
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#include "../mwphysics/object.hpp"
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#include "../mwphysics/heightfield.hpp"
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#include "../mwphysics/heightfield.hpp"
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#include "actionteleport.hpp"
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#include "player.hpp"
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#include "player.hpp"
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#include "localscripts.hpp"
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#include "localscripts.hpp"
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#include "esmstore.hpp"
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#include "esmstore.hpp"
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@ -258,20 +257,10 @@ namespace
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struct PositionVisitor
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struct PositionVisitor
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{
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{
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float mLowestPos = std::numeric_limits<float>::max();
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bool operator() (const MWWorld::Ptr& ptr)
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bool operator() (const MWWorld::Ptr& ptr)
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{
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{
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if (!ptr.getRefData().isDeleted() && ptr.getRefData().isEnabled())
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if (!ptr.getRefData().isDeleted() && ptr.getRefData().isEnabled())
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{
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if (!ptr.getClass().isActor())
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{
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float objectPosZ = ptr.getRefData().getPosition().pos[2];
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if (objectPosZ < mLowestPos)
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mLowestPos = objectPosZ;
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}
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ptr.getClass().adjustPosition (ptr, false);
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ptr.getClass().adjustPosition (ptr, false);
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}
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return true;
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return true;
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}
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}
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};
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};
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@ -498,16 +487,6 @@ namespace MWWorld
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const auto player = MWBase::Environment::get().getWorld()->getPlayerPtr();
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const auto player = MWBase::Environment::get().getWorld()->getPlayerPtr();
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navigator->update(player.getRefData().getPosition().asVec3());
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navigator->update(player.getRefData().getPosition().asVec3());
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const float fallThreshold = 256.f;
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if (mCurrentCell && !mCurrentCell->isExterior() && pos.z() < mLowestPos - fallThreshold)
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{
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ESM::Position newPos;
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std::string cellName = mCurrentCell->getCell()->mName;
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MWBase::Environment::get().getWorld()->findInteriorPosition(cellName, newPos);
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if (newPos.pos[2] >= mLowestPos)
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MWWorld::ActionTeleport(cellName, newPos, false).execute(player);
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}
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if (!mCurrentCell || !mCurrentCell->isExterior())
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if (!mCurrentCell || !mCurrentCell->isExterior())
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return;
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return;
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@ -898,10 +877,8 @@ namespace MWWorld
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insertVisitor.insert([&] (const MWWorld::Ptr& ptr) { addObject(ptr, *mPhysics, mNavigator); });
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insertVisitor.insert([&] (const MWWorld::Ptr& ptr) { addObject(ptr, *mPhysics, mNavigator); });
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// do adjustPosition (snapping actors to ground) after objects are loaded, so we don't depend on the loading order
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// do adjustPosition (snapping actors to ground) after objects are loaded, so we don't depend on the loading order
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// Also note the lowest object position in the cell to allow infinite fall fail safe to work
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PositionVisitor posVisitor;
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PositionVisitor posVisitor;
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cell.forEach (posVisitor);
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cell.forEach (posVisitor);
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mLowestPos = posVisitor.mLowestPos;
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}
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}
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void Scene::addObjectToScene (const Ptr& ptr)
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void Scene::addObjectToScene (const Ptr& ptr)
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@ -84,7 +84,6 @@ namespace MWWorld
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float mPredictionTime;
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float mPredictionTime;
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osg::Vec3f mLastPlayerPos;
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osg::Vec3f mLastPlayerPos;
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float mLowestPos;
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void insertCell (CellStore &cell, Loading::Listener* loadingListener, bool test = false);
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void insertCell (CellStore &cell, Loading::Listener* loadingListener, bool test = false);
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