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Remove unnecessary hack

This commit is contained in:
Andrei Kortunov 2017-12-01 20:38:10 +04:00
parent 57d686131e
commit 2f5beb8853

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@ -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);