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[Client] Disable clientside handling of summoned creature graveyards

This commit is contained in:
David Cernat 2019-12-01 20:22:04 +02:00
parent 138aef37fe
commit d9502d84a9
2 changed files with 22 additions and 0 deletions

View file

@ -2109,6 +2109,13 @@ namespace MWMechanics
cleanupSummonedCreature(stats, creature.second);
creatureMap.clear();
}
/*
Start of tes3mp change (major)
Don't use a clientside creature graveyard in multiplayer and expect the server
to handle summon deletions instead
*/
/*
else if (creatureActorId != -1)
{
// We didn't find the creature. It's probably in an inactive cell.
@ -2116,6 +2123,10 @@ namespace MWMechanics
std::vector<int>& graveyard = casterStats.getSummonedCreatureGraveyard();
graveyard.push_back(creatureActorId);
}
*/
/*
End of tes3mp change (major)
*/
purgeSpellEffects(creatureActorId);
}

View file

@ -148,11 +148,22 @@ namespace MWMechanics
++it;
}
/*
Start of tes3mp change (major)
Don't use a clientside creature graveyard in multiplayer and expect the server
to handle summon deletions instead
*/
/*
std::vector<int> graveyard = creatureStats.getSummonedCreatureGraveyard();
creatureStats.getSummonedCreatureGraveyard().clear();
for (const int creature : graveyard)
MWBase::Environment::get().getMechanicsManager()->cleanupSummonedCreature(mActor, creature);
*/
/*
End of tes3mp change (major)
*/
if (!cleanup)
return;