Use moveObjectBy in SetPos

pull/593/head
fredzio 4 years ago
parent 03b86c232b
commit cb39f8fb01

@ -270,20 +270,17 @@ namespace MWScript
Interpreter::Type_Float pos = runtime[0].mFloat;
runtime.pop();
float ax = ptr.getRefData().getPosition().pos[0];
float ay = ptr.getRefData().getPosition().pos[1];
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;
const auto curPos = ptr.getRefData().getPosition().asVec3();
auto newPos = curPos;
if(axis == "x")
{
updated = MWBase::Environment::get().getWorld()->moveObject(ptr,pos,ay,az,true);
newPos[0] = pos;
}
else if(axis == "y")
{
updated = MWBase::Environment::get().getWorld()->moveObject(ptr,ax,pos,az,true);
newPos[1] = pos;
}
else if(axis == "z")
{
@ -292,20 +289,21 @@ namespace MWScript
{
float terrainHeight = -std::numeric_limits<float>::max();
if (ptr.getCell()->isExterior())
terrainHeight = MWBase::Environment::get().getWorld()->getTerrainHeightAt(osg::Vec3f(ax, ay, az));
terrainHeight = MWBase::Environment::get().getWorld()->getTerrainHeightAt(curPos);
if (pos < terrainHeight)
pos = terrainHeight;
}
updated = MWBase::Environment::get().getWorld()->moveObject(ptr,ax,ay,pos,true);
newPos[2] = pos;
}
else
{
return;
}
dynamic_cast<MWScript::InterpreterContext&>(runtime.getContext()).updatePtr(ptr,updated);
dynamic_cast<MWScript::InterpreterContext&>(runtime.getContext()).updatePtr(ptr,
MWBase::Environment::get().getWorld()->moveObjectBy(ptr, newPos - curPos));
}
};

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