cleaned up object movement and fixed a bug regarding local scripts

actorid
Marc Zinnschlag 12 years ago
parent cfceb45009
commit c409f1184e

@ -687,15 +687,15 @@ namespace MWWorld
void World::moveObject(const Ptr &ptr, CellStore &newCell, float x, float y, float z)
{
ESM::Position &pos = ptr.getRefData().getPosition();
pos.pos[0] = x, pos.pos[1] = y, pos.pos[2] = z;
pos.pos[0] = x;
pos.pos[1] = y;
pos.pos[2] = z;
Ogre::Vector3 vec(x, y, z);
CellStore *currCell = ptr.getCell();
bool isPlayer = ptr == mPlayer->getPlayer();
bool haveToMove = mWorldScene->isCellActive(*currCell) || isPlayer;
removeContainerScripts(ptr);
if (*currCell != newCell)
{
if (isPlayer)
@ -707,7 +707,8 @@ namespace MWWorld
int cellY = newCell.mCell->getGridY();
mWorldScene->changeCell(cellX, cellY, pos, false);
}
else {
else
{
if (!mWorldScene->isCellActive(*currCell))
copyObjectToCell(ptr, newCell, pos);
else if (!mWorldScene->isCellActive(newCell))
@ -715,6 +716,7 @@ namespace MWWorld
MWWorld::Class::get(ptr).copyToCell(ptr, newCell);
mWorldScene->removeObjectFromScene(ptr);
mLocalScripts.remove(ptr);
removeContainerScripts (ptr);
haveToMove = false;
}
else
@ -722,27 +724,25 @@ namespace MWWorld
MWWorld::Ptr copy =
MWWorld::Class::get(ptr).copyToCell(ptr, newCell);
addContainerScripts(copy, &newCell);
mRendering->moveObjectToCell(copy, vec, currCell);
if (MWWorld::Class::get(ptr).isActor())
{
MWBase::MechanicsManager *mechMgr =
MWBase::Environment::get().getMechanicsManager();
mechMgr->removeActor(ptr);
mechMgr->addActor(copy);
}
else
{
std::string script =
MWWorld::Class::get(ptr).getScript(ptr);
if (!script.empty())
{
mLocalScripts.remove(ptr);
removeContainerScripts (ptr);
mLocalScripts.add(script, copy);
addContainerScripts (copy, &newCell);
}
if (MWWorld::Class::get(ptr).isActor())
{
MWBase::MechanicsManager *mechMgr =
MWBase::Environment::get().getMechanicsManager();
mechMgr->removeActor(ptr);
mechMgr->addActor(copy);
}
}
ptr.getRefData().setCount(0);

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