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	Switching cells in exterior works
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					 4 changed files with 21 additions and 7 deletions
				
			
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					@ -133,9 +133,13 @@ void RenderingManager::waterAdded (MWWorld::Ptr::CellStore *store){
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    if(store->cell->data.flags & store->cell->HasWater){
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					    if(store->cell->data.flags & store->cell->HasWater){
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        if(mWater == 0)
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					        if(mWater == 0)
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            mWater = new MWRender::Water(rend.getCamera(), store->cell);
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					            mWater = new MWRender::Water(rend.getCamera(), store->cell);
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					        else
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					            mWater->changeCell(store->cell);
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        //else
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					        //else
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    }
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					    }
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					    else
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					        removeWater();
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}
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					}
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					@ -12,9 +12,9 @@ namespace MWRender {
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    mIsUnderwater = false;
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					    mIsUnderwater = false;
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    mCamera->addListener(this);
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					    //mCamera->addListener(this);
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    mWaterPlane = Ogre::Plane(Ogre::Vector3::UNIT_Y, mTop);
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					    mWaterPlane = Ogre::Plane(Ogre::Vector3::UNIT_Y, 0);
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    Ogre::MeshManager::getSingleton().createPlane("water", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,  mWaterPlane, CELL_SIZE*3  + 10000, CELL_SIZE * 3 + 10000, 10, 10, true, 1, 3,5, Ogre::Vector3::UNIT_Z);
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					    Ogre::MeshManager::getSingleton().createPlane("water", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,  mWaterPlane, CELL_SIZE*3  + 10000, CELL_SIZE * 3 + 10000, 10, 10, true, 1, 3,5, Ogre::Vector3::UNIT_Z);
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					@ -27,6 +27,7 @@ namespace MWRender {
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    mWaterNode = mSceneManager->getRootSceneNode()->createChildSceneNode();
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					    mWaterNode = mSceneManager->getRootSceneNode()->createChildSceneNode();
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					    mWaterNode->setPosition(0, mTop, 0);
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   if(!(cell->data.flags & cell->Interior))
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					   if(!(cell->data.flags & cell->Interior))
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					@ -40,7 +41,7 @@ namespace MWRender {
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  Water::~Water() {
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					  Water::~Water() {
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      Ogre::MeshManager::getSingleton().remove("water");
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					      Ogre::MeshManager::getSingleton().remove("water");
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      mCamera->removeListener(this);
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					      //mCamera->removeListener(this);
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      mWaterNode->detachObject(mWater);
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					      mWaterNode->detachObject(mWater);
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      mSceneManager->destroyEntity(mWater);
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					      mSceneManager->destroyEntity(mWater);
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					@ -51,6 +52,17 @@ namespace MWRender {
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    Ogre::CompositorManager::getSingleton().removeCompositorChain(mViewport);
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					    Ogre::CompositorManager::getSingleton().removeCompositorChain(mViewport);
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  }
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					  }
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					  void Water::changeCell(const ESM::Cell* cell){
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					      mTop = cell->water;
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					        if(!(cell->data.flags & cell->Interior))
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					            mWaterNode->setPosition(getSceneNodeCoordinates(cell->data.gridX, cell->data.gridY));
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					        else
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					            mWaterNode->setPosition(0, mTop, 0);
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					  }
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  void Water::preRenderTargetUpdate(const Ogre::RenderTargetEvent& evt) {
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					  void Water::preRenderTargetUpdate(const Ogre::RenderTargetEvent& evt) {
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    mWater->setVisible(false);
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					    mWater->setVisible(false);
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					@ -106,7 +118,7 @@ namespace MWRender {
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  void Water::cameraDestroyed(Ogre::Camera *cam) {
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					  void Water::cameraDestroyed(Ogre::Camera *cam) {
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  }
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					  }
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  Ogre::Vector3 Water::getSceneNodeCoordinates(int gridX, int gridY){
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					  Ogre::Vector3 Water::getSceneNodeCoordinates(int gridX, int gridY){
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      Ogre::Vector3 out = Ogre::Vector3(gridX * CELL_SIZE + (CELL_SIZE / 2), 0, -gridY * CELL_SIZE - (CELL_SIZE / 2));
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					      Ogre::Vector3 out = Ogre::Vector3(gridX * CELL_SIZE + (CELL_SIZE / 2), mTop, -gridY * CELL_SIZE - (CELL_SIZE / 2));
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      return out;
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					      return out;
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  }
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					  }
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					@ -40,7 +40,7 @@ namespace MWRender {
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    ~Water();
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					    ~Water();
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    void checkUnderwater(float y);
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					    void checkUnderwater(float y);
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    void changeCell(float x, float y);
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					    void changeCell(const ESM::Cell* cell);
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  };
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					  };
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					@ -218,7 +218,6 @@ namespace MWWorld
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    void Scene::changeToInteriorCell (const std::string& cellName, const ESM::Position& position)
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					    void Scene::changeToInteriorCell (const std::string& cellName, const ESM::Position& position)
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    {
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					    {
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        std::cout << "Changing to interior\n";
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					        std::cout << "Changing to interior\n";
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        mRendering.removeWater();
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        // remove active
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					        // remove active
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        CellStoreCollection::iterator active = mActiveCells.begin();
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					        CellStoreCollection::iterator active = mActiveCells.begin();
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					@ -250,7 +249,6 @@ namespace MWWorld
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    {
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					    {
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        int x = 0;
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					        int x = 0;
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        int y = 0;
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					        int y = 0;
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        mRendering.removeWater();
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        mWorld->positionToIndex (position.pos[0], position.pos[1], x, y);
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					        mWorld->positionToIndex (position.pos[0], position.pos[1], x, y);
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