mirror of
https://github.com/OpenMW/openmw.git
synced 2025-01-19 19:53:53 +00:00
Remove unnecessary hack
This commit is contained in:
parent
57d686131e
commit
2f5beb8853
1 changed files with 1 additions and 12 deletions
|
@ -201,18 +201,7 @@ namespace MWMechanics
|
||||||
stopWalking(actor, storage);
|
stopWalking(actor, storage);
|
||||||
currentCell = actor.getCell();
|
currentCell = actor.getCell();
|
||||||
storage.mPopulateAvailableNodes = true;
|
storage.mPopulateAvailableNodes = true;
|
||||||
}
|
mStoredInitialActorPosition = false;
|
||||||
|
|
||||||
// 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;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
mRemainingDuration -= ((duration*MWBase::Environment::get().getWorld()->getTimeScaleFactor()) / 3600);
|
mRemainingDuration -= ((duration*MWBase::Environment::get().getWorld()->getTimeScaleFactor()) / 3600);
|
||||||
|
|
Loading…
Reference in a new issue