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Update HUD icons during mechanics update again to avoid crashes
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58e3900ea0
commit
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2 changed files with 25 additions and 22 deletions
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@ -136,27 +136,6 @@ namespace MWGui
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}
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mWatchedStatsEmpty = false;
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// Update the equipped weapon icon
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MWWorld::InventoryStore& inv = mWatched.getClass().getInventoryStore(mWatched);
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MWWorld::ContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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if (weapon == inv.end())
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winMgr->unsetSelectedWeapon();
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else
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winMgr->setSelectedWeapon(*weapon);
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// Update the selected spell icon
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MWWorld::ContainerStoreIterator enchantItem = inv.getSelectedEnchantItem();
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if (enchantItem != inv.end())
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winMgr->setSelectedEnchantItem(*enchantItem);
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else
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{
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const std::string& spell = winMgr->getSelectedSpell();
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if (!spell.empty())
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winMgr->setSelectedSpell(spell, int(MWMechanics::getSpellSuccessChance(spell, mWatched)));
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else
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winMgr->unsetSelectedSpell();
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}
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}
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void StatsWatcher::addListener(StatsListener* listener)
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@ -302,13 +302,37 @@ namespace MWMechanics
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void MechanicsManager::update(float duration, bool paused)
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{
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// Note: we should do it here since game mechanics and world updates use these values
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MWWorld::Ptr ptr = getPlayer();
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MWBase::WindowManager *winMgr = MWBase::Environment::get().getWindowManager();
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// Update the equipped weapon icon
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MWWorld::InventoryStore& inv = ptr.getClass().getInventoryStore(ptr);
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MWWorld::ContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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if (weapon == inv.end())
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winMgr->unsetSelectedWeapon();
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else
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winMgr->setSelectedWeapon(*weapon);
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// Update the selected spell icon
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MWWorld::ContainerStoreIterator enchantItem = inv.getSelectedEnchantItem();
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if (enchantItem != inv.end())
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winMgr->setSelectedEnchantItem(*enchantItem);
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else
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{
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const std::string& spell = winMgr->getSelectedSpell();
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if (!spell.empty())
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winMgr->setSelectedSpell(spell, int(MWMechanics::getSpellSuccessChance(spell, ptr)));
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else
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winMgr->unsetSelectedSpell();
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}
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if (mUpdatePlayer)
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{
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mUpdatePlayer = false;
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// HACK? The player has been changed, so a new Animation object may
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// have been made for them. Make sure they're properly updated.
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MWWorld::Ptr ptr = getPlayer();
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mActors.removeActor(ptr);
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mActors.addActor(ptr, true);
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}
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