Update HUD icons during mechanics update again to avoid crashes

pull/579/head
Andrei Kortunov 5 years ago
parent 58e3900ea0
commit da791590ac

@ -136,27 +136,6 @@ namespace MWGui
}
mWatchedStatsEmpty = false;
// Update the equipped weapon icon
MWWorld::InventoryStore& inv = mWatched.getClass().getInventoryStore(mWatched);
MWWorld::ContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if (weapon == inv.end())
winMgr->unsetSelectedWeapon();
else
winMgr->setSelectedWeapon(*weapon);
// Update the selected spell icon
MWWorld::ContainerStoreIterator enchantItem = inv.getSelectedEnchantItem();
if (enchantItem != inv.end())
winMgr->setSelectedEnchantItem(*enchantItem);
else
{
const std::string& spell = winMgr->getSelectedSpell();
if (!spell.empty())
winMgr->setSelectedSpell(spell, int(MWMechanics::getSpellSuccessChance(spell, mWatched)));
else
winMgr->unsetSelectedSpell();
}
}
void StatsWatcher::addListener(StatsListener* listener)

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

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