|
|
|
@ -1542,8 +1542,7 @@ namespace MWWorld
|
|
|
|
|
}
|
|
|
|
|
const ESM::NPC *ret = mStore.insert(record);
|
|
|
|
|
if (update) {
|
|
|
|
|
mRendering->renderPlayer(getPlayerPtr());
|
|
|
|
|
scaleObject(getPlayerPtr(), 1.f); // apply race height
|
|
|
|
|
renderPlayer();
|
|
|
|
|
}
|
|
|
|
|
return ret;
|
|
|
|
|
}
|
|
|
|
@ -2118,13 +2117,12 @@ namespace MWWorld
|
|
|
|
|
|
|
|
|
|
void World::renderPlayer()
|
|
|
|
|
{
|
|
|
|
|
MWBase::Environment::get().getMechanicsManager()->remove(getPlayerPtr());
|
|
|
|
|
|
|
|
|
|
mRendering->renderPlayer(getPlayerPtr());
|
|
|
|
|
|
|
|
|
|
scaleObject(getPlayerPtr(), 1.f); // apply race height
|
|
|
|
|
|
|
|
|
|
// At this point the Animation object is live, and the CharacterController associated with it must be created.
|
|
|
|
|
// It has to be done at this point: resetCamera below does animation->setViewMode -> CharacterController::forceStateUpdate
|
|
|
|
|
// so we should make sure not to use a "stale" controller for that.
|
|
|
|
|
MWBase::Environment::get().getMechanicsManager()->add(getPlayerPtr());
|
|
|
|
|
|
|
|
|
|
std::string model = getPlayerPtr().getClass().getModel(getPlayerPtr());
|
|
|
|
|