diff --git a/apps/openmw/mwmechanics/aiwander.cpp b/apps/openmw/mwmechanics/aiwander.cpp index 2e832dc3fb..ee680159e0 100644 --- a/apps/openmw/mwmechanics/aiwander.cpp +++ b/apps/openmw/mwmechanics/aiwander.cpp @@ -201,18 +201,7 @@ namespace MWMechanics stopWalking(actor, storage); currentCell = actor.getCell(); storage.mPopulateAvailableNodes = true; - } - - // Here we should reset an initial position, if a current cell was REALLY changed - // We do not store AiStorage in a savegame, so cellChange is not help us in this case - // TODO: find a more simple and fast solution, or do not store the mInitialActorPosition at all - if (mStoredInitialActorPosition) - { - int cx,cy; - MWBase::Environment::get().getWorld()->positionToIndex(mInitialActorPosition.x(),mInitialActorPosition.y(),cx,cy); - MWWorld::CellStore* cell = MWBase::Environment::get().getWorld()->getExterior(cx,cy); - if (cell != currentCell) - mStoredInitialActorPosition = false; + mStoredInitialActorPosition = false; } mRemainingDuration -= ((duration*MWBase::Environment::get().getWorld()->getTimeScaleFactor()) / 3600);