Do not skip weather transitions from SetPos script command (bug #3603)

pull/359/head
Andrei Kortunov 7 years ago
parent e9ecaf712b
commit ba46473038

@ -202,11 +202,6 @@ namespace MWScript
if (!ptr.isInCell()) if (!ptr.isInCell())
return; return;
if (ptr == MWMechanics::getPlayer())
{
MWBase::Environment::get().getWorld()->getPlayer().setTeleported(true);
}
std::string axis = runtime.getStringLiteral (runtime[0].mInteger); std::string axis = runtime.getStringLiteral (runtime[0].mInteger);
runtime.pop(); runtime.pop();
Interpreter::Type_Float pos = runtime[0].mFloat; Interpreter::Type_Float pos = runtime[0].mFloat;
@ -216,6 +211,8 @@ namespace MWScript
float ay = ptr.getRefData().getPosition().pos[1]; float ay = ptr.getRefData().getPosition().pos[1];
float az = ptr.getRefData().getPosition().pos[2]; float az = ptr.getRefData().getPosition().pos[2];
// Note: SetPos does not skip weather transitions in vanilla engine, so we do not call setTeleported(true) here.
MWWorld::Ptr updated = ptr; MWWorld::Ptr updated = ptr;
if(axis == "x") if(axis == "x")
{ {

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