OnActivate is triggered when the item is picked up

pull/331/head
rexelion 7 years ago
parent e8743f3f79
commit a9e5e19482

@ -1,7 +1,6 @@
#include "inventorywindow.hpp"
#include <stdexcept>
#include <algorithm>
#include <MyGUI_Window.h>
#include <MyGUI_ImageBox.h>
@ -150,15 +149,6 @@ namespace MWGui
mItemView->setModel(NULL);
}
void InventoryWindow::activateItems()
{
for (std::vector<MWWorld::Ptr>::iterator it = mItemsToActivate.begin(); it != mItemsToActivate.end(); it++)
{
it->getRefData().activate();
}
mItemsToActivate.clear();
}
void InventoryWindow::setGuiMode(GuiMode mode)
{
std::string setting = "inventory";
@ -663,15 +653,6 @@ namespace MWGui
if (object.getClass().getName(object) == "") // objects without name presented to user can never be picked up
return;
if (object.getRefData().hasSuppressActivate()) // if Flag_SuppressActivate is set, script that contains OnActivate is attached to the item
{
if (std::find(mItemsToActivate.begin(), mItemsToActivate.end(), object) == mItemsToActivate.end())
{
mItemsToActivate.push_back(object);
}
return;
}
int count = object.getRefData().getCount();
MWWorld::Ptr player = MWMechanics::getPlayer();
@ -682,6 +663,13 @@ namespace MWGui
// add to player inventory
// can't use ActionTake here because we need an MWWorld::Ptr to the newly inserted object
MWWorld::Ptr newObject = *player.getClass().getContainerStore (player).add (object, object.getRefData().getCount(), player);
if (object.getRefData().hasSuppressActivate()) // if Flag_SuppressActivate is set, script that contains OnActivate is attached to the item
{
newObject.getRefData().onActivate(); // set the flag_SuppressActivate flag for the new item
newObject.getRefData().activate();
}
// remove from world
MWBase::Environment::get().getWorld()->deleteObject (object);

@ -58,8 +58,6 @@ namespace MWGui
void clear();
void activateItems();
void useItem(const MWWorld::Ptr& ptr);
void setGuiMode(GuiMode mode);
@ -72,8 +70,6 @@ namespace MWGui
int mSelectedItem;
std::vector<MWWorld::Ptr> mItemsToActivate;
MWWorld::Ptr mPtr;
MWGui::ItemView* mItemView;

@ -1171,8 +1171,6 @@ namespace MWGui
mGuiModeStates[mode].update(false);
if (!noSound)
playSound(mGuiModeStates[mode].mCloseSound);
if (mode == GM_Inventory)
mInventoryWindow->activateItems(); // Activate cursed items when inventory is closed
}
if (!mGuiModes.empty())

@ -14,6 +14,9 @@ namespace MWWorld
void ActionTake::executeImp (const Ptr& actor)
{
//No need to do anything if moving items from the player's inventory back into player's inventory
if (actor == MWBase::Environment::get().getWorld()->getPlayerPtr() && getTarget().getCell() == 0)
return;
MWBase::Environment::get().getMechanicsManager()->itemTaken(
actor, getTarget(), MWWorld::Ptr(), getTarget().getRefData().getCount());
MWWorld::Ptr newitem = *actor.getClass().getContainerStore (actor).add (getTarget(), getTarget().getRefData().getCount(), actor);

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