|
|
|
@ -725,7 +725,8 @@ namespace MWScript
|
|
|
|
|
// We should move actors, standing on moving object, too.
|
|
|
|
|
// This approach can be used to create elevators.
|
|
|
|
|
moveStandingActors(ptr, diff);
|
|
|
|
|
MWBase::Environment::get().getWorld()->moveObject(ptr, worldPos.x(), worldPos.y(), worldPos.z());
|
|
|
|
|
dynamic_cast<MWScript::InterpreterContext&>(runtime.getContext()).updatePtr(ptr,
|
|
|
|
|
MWBase::Environment::get().getWorld()->moveObject(ptr, worldPos.x(), worldPos.y(), worldPos.z()));
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
@ -761,7 +762,8 @@ namespace MWScript
|
|
|
|
|
// We should move actors, standing on moving object, too.
|
|
|
|
|
// This approach can be used to create elevators.
|
|
|
|
|
moveStandingActors(ptr, diff);
|
|
|
|
|
MWBase::Environment::get().getWorld()->moveObject(ptr, objPos[0]+diff.x(), objPos[1]+diff.y(), objPos[2]+diff.z());
|
|
|
|
|
dynamic_cast<MWScript::InterpreterContext&>(runtime.getContext()).updatePtr(ptr,
|
|
|
|
|
MWBase::Environment::get().getWorld()->moveObject(ptr, objPos[0]+diff.x(), objPos[1]+diff.y(), objPos[2]+diff.z()));
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|