Continue scripts execution after player's death (bug #5166)

pull/541/head
Andrei Kortunov 5 years ago
parent d3284c0331
commit 94a281370f

@ -139,10 +139,11 @@
Bug #5134: Doors rotation by "Lock" console command is inconsistent Bug #5134: Doors rotation by "Lock" console command is inconsistent
Bug #5137: Textures with Clamp Mode set to Clamp instead of Wrap are too dark outside the boundaries Bug #5137: Textures with Clamp Mode set to Clamp instead of Wrap are too dark outside the boundaries
Bug #5149: Failing lock pick attempts isn't always a crime Bug #5149: Failing lock pick attempts isn't always a crime
Bug #5158: Objects without a name don't fallback to their ID
Bug #5159: NiMaterialColorController can only control the diffuse color Bug #5159: NiMaterialColorController can only control the diffuse color
Bug #5161: Creature companions can't be activated when they are knocked down Bug #5161: Creature companions can't be activated when they are knocked down
Bug #5164: Faction owned items handling is incorrect Bug #5164: Faction owned items handling is incorrect
Bug #5188: Objects without a name don't fallback to their ID Bug #5166: Scripts still should be executed after player's death
Feature #1774: Handle AvoidNode Feature #1774: Handle AvoidNode
Feature #2229: Improve pathfinding AI Feature #2229: Improve pathfinding AI
Feature #3025: Analogue gamepad movement controls Feature #3025: Analogue gamepad movement controls

@ -112,8 +112,8 @@ bool OMW::Engine::frame(float frametime)
bool guiActive = mEnvironment.getWindowManager()->isGuiMode(); bool guiActive = mEnvironment.getWindowManager()->isGuiMode();
osg::Timer_t beforeScriptTick = osg::Timer::instance()->tick(); osg::Timer_t beforeScriptTick = osg::Timer::instance()->tick();
if (mEnvironment.getStateManager()->getState()== if (mEnvironment.getStateManager()->getState()!=
MWBase::StateManager::State_Running) MWBase::StateManager::State_NoGame)
{ {
if (!paused) if (!paused)
{ {

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