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Don't fade out screen if teleport target cell is not found
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143609be59
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8a4e0a2ce8
1 changed files with 10 additions and 11 deletions
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@ -403,22 +403,21 @@ namespace MWWorld
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void Scene::changeToInteriorCell (const std::string& cellName, const ESM::Position& position)
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{
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Nif::NIFFile::CacheLock lock;
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MWBase::Environment::get().getWindowManager()->fadeScreenOut(0.5);
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Loading::Listener* loadingListener = MWBase::Environment::get().getWindowManager()->getLoadingScreen();
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Loading::ScopedLoad load(loadingListener);
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mRendering.enableTerrain(false);
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std::string loadingInteriorText = "#{sLoadingMessage2}";
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loadingListener->setLabel(loadingInteriorText);
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CellStore *cell = MWBase::Environment::get().getWorld()->getInterior(cellName);
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bool loadcell = (mCurrentCell == NULL);
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if(!loadcell)
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loadcell = *mCurrentCell != *cell;
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Nif::NIFFile::CacheLock lock;
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MWBase::Environment::get().getWindowManager()->fadeScreenOut(0.5);
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Loading::Listener* loadingListener = MWBase::Environment::get().getWindowManager()->getLoadingScreen();
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std::string loadingInteriorText = "#{sLoadingMessage2}";
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loadingListener->setLabel(loadingInteriorText);
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Loading::ScopedLoad load(loadingListener);
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mRendering.enableTerrain(false);
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if(!loadcell)
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{
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MWBase::World *world = MWBase::Environment::get().getWorld();
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