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@ -8,6 +8,7 @@
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#include "../mwbase/world.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/soundmanager.hpp"
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#include "../mwbase/soundmanager.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwworld/ptr.hpp"
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#include "../mwworld/ptr.hpp"
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#include "../mwworld/actiontake.hpp"
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#include "../mwworld/actiontake.hpp"
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@ -22,6 +23,7 @@
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#include "../mwgui/tooltips.hpp"
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#include "../mwgui/tooltips.hpp"
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#include "../mwrender/objects.hpp"
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#include "../mwrender/objects.hpp"
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#include "../mwrender/actors.hpp"
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#include "../mwrender/renderinginterface.hpp"
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#include "../mwrender/renderinginterface.hpp"
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namespace
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namespace
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@ -54,13 +56,12 @@ namespace MWClass
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void Light::insertObjectRendering (const MWWorld::Ptr& ptr, MWRender::RenderingInterface& renderingInterface) const
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void Light::insertObjectRendering (const MWWorld::Ptr& ptr, MWRender::RenderingInterface& renderingInterface) const
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{
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{
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const std::string model = getModel(ptr);
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MWWorld::LiveCellRef<ESM::Light> *ref =
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MWWorld::LiveCellRef<ESM::Light> *ref =
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ptr.get<ESM::Light>();
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ptr.get<ESM::Light>();
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// Insert even if model is empty, so that the light is added
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// Insert even if model is empty, so that the light is added
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renderingInterface.getObjects().insertModel(ptr, model, false, !(ref->mBase->mData.mFlags & ESM::Light::OffDefault));
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MWRender::Actors& actors = renderingInterface.getActors();
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actors.insertActivator(ptr, !(ref->mBase->mData.mFlags & ESM::Light::OffDefault));
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}
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}
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void Light::insertObject(const MWWorld::Ptr& ptr, MWWorld::PhysicsSystem& physics) const
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void Light::insertObject(const MWWorld::Ptr& ptr, MWWorld::PhysicsSystem& physics) const
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@ -78,6 +79,8 @@ namespace MWClass
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MWBase::Environment::get().getSoundManager()->playSound3D(ptr, ref->mBase->mSound, 1.0, 1.0,
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MWBase::Environment::get().getSoundManager()->playSound3D(ptr, ref->mBase->mSound, 1.0, 1.0,
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MWBase::SoundManager::Play_TypeSfx,
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MWBase::SoundManager::Play_TypeSfx,
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MWBase::SoundManager::Play_Loop);
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MWBase::SoundManager::Play_Loop);
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MWBase::Environment::get().getMechanicsManager()->add(ptr);
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}
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}
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std::string Light::getModel(const MWWorld::Ptr &ptr) const
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std::string Light::getModel(const MWWorld::Ptr &ptr) const
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