|
|
|
@ -852,39 +852,29 @@ namespace MWMechanics
|
|
|
|
|
// Note, the new hit object for this frame may be set by CharacterController::update -> Animation::runAnimation
|
|
|
|
|
// (below)
|
|
|
|
|
iter->first.getClass().getCreatureStats(iter->first).setLastHitObject(std::string());
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// AI and magic effects update
|
|
|
|
|
for(PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();++iter)
|
|
|
|
|
{
|
|
|
|
|
// AI and magic effects update
|
|
|
|
|
if (!iter->first.getClass().getCreatureStats(iter->first).isDead())
|
|
|
|
|
{
|
|
|
|
|
updateActor(iter->first, duration);
|
|
|
|
|
if(iter->first.getTypeName() == typeid(ESM::NPC).name())
|
|
|
|
|
updateNpc(iter->first, duration, paused);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Looping magic VFX update
|
|
|
|
|
// Note: we need to do this before any of the animations are updated.
|
|
|
|
|
// Reaching the text keys may trigger Hit / Spellcast (and as such, particles),
|
|
|
|
|
// so updating VFX immediately after that would just remove the particle effects instantly.
|
|
|
|
|
// There needs to be a magic effect update in between.
|
|
|
|
|
for(PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();++iter)
|
|
|
|
|
// Looping magic VFX update
|
|
|
|
|
// Note: we need to do this before any of the animations are updated.
|
|
|
|
|
// Reaching the text keys may trigger Hit / Spellcast (and as such, particles),
|
|
|
|
|
// so updating VFX immediately after that would just remove the particle effects instantly.
|
|
|
|
|
// There needs to be a magic effect update in between.
|
|
|
|
|
iter->second->updateContinuousVfx();
|
|
|
|
|
|
|
|
|
|
// Animation/movement update
|
|
|
|
|
for(PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();++iter)
|
|
|
|
|
{
|
|
|
|
|
// Animation/movement update
|
|
|
|
|
if (iter->first.getClass().getCreatureStats(iter->first).getMagicEffects().get(
|
|
|
|
|
ESM::MagicEffect::Paralyze).mMagnitude > 0)
|
|
|
|
|
iter->second->skipAnim();
|
|
|
|
|
iter->second->update(duration);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Kill dead actors
|
|
|
|
|
for(PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();iter++)
|
|
|
|
|
{
|
|
|
|
|
// Kill dead actors
|
|
|
|
|
const MWWorld::Class &cls = MWWorld::Class::get(iter->first);
|
|
|
|
|
CreatureStats &stats = cls.getCreatureStats(iter->first);
|
|
|
|
|
|
|
|
|
@ -912,13 +902,8 @@ namespace MWMechanics
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Make sure spell effects with CasterLinked flag are removed
|
|
|
|
|
// TODO: would be nice not to do this all the time...
|
|
|
|
|
for(PtrControllerMap::iterator iter2(mActors.begin());iter2 != mActors.end();++iter2)
|
|
|
|
|
{
|
|
|
|
|
MWMechanics::ActiveSpells& spells = iter2->first.getClass().getCreatureStats(iter2->first).getActiveSpells();
|
|
|
|
|
spells.purge(iter->first.getRefData().getHandle());
|
|
|
|
|
}
|
|
|
|
|
MWMechanics::ActiveSpells& spells = iter2->first.getClass().getCreatureStats(iter2->first).getActiveSpells();
|
|
|
|
|
spells.purge(iter->first.getRefData().getHandle());
|
|
|
|
|
|
|
|
|
|
// FIXME: see http://bugs.openmw.org/issues/869
|
|
|
|
|
MWBase::Environment::get().getWorld()->enableActorCollision(iter->first, false);
|
|
|
|
|