From 3ad2b9986e09296077bd505f454007bbad56afe2 Mon Sep 17 00:00:00 2001 From: gugus Date: Wed, 23 Mar 2011 19:16:51 +0100 Subject: [PATCH] fix actors not beeing deleted. Need the latest OEngine. --- apps/openmw/mwrender/mwscene.cpp | 1 + apps/openmw/mwworld/world.cpp | 3 +++ components/nifbullet/bullet_nif_loader.cpp | 2 -- 3 files changed, 4 insertions(+), 2 deletions(-) diff --git a/apps/openmw/mwrender/mwscene.cpp b/apps/openmw/mwrender/mwscene.cpp index 93197f690c..f4cf6f2b2b 100644 --- a/apps/openmw/mwrender/mwscene.cpp +++ b/apps/openmw/mwrender/mwscene.cpp @@ -155,6 +155,7 @@ void MWScene::addActor (const std::string& handle, const std::string& mesh, void MWScene::removeObject (const std::string& handle) { //TODO:check if actor??? + eng->removeCharacter(handle); eng->removeRigidBody(handle); eng->deleteRigidBody(handle); } diff --git a/apps/openmw/mwworld/world.cpp b/apps/openmw/mwworld/world.cpp index b30ee29a5f..e6833d0c6a 100644 --- a/apps/openmw/mwworld/world.cpp +++ b/apps/openmw/mwworld/world.cpp @@ -308,6 +308,7 @@ namespace MWWorld void World::playerCellChange (Ptr::CellStore *cell, const ESM::Position& position, bool adjustPlayerPos) { + std::cout << "PlayerCellChange"; if (adjustPlayerPos) mPlayer->setPos (position.pos[0], position.pos[1], position.pos[2], false); @@ -330,6 +331,7 @@ namespace MWWorld void World::changeCell (int X, int Y, const ESM::Position& position, bool adjustPlayerPos) { + std::cout << "change CEll " << X << Y; SuppressDoingPhysics scopeGuard; // remove active @@ -716,6 +718,7 @@ namespace MWWorld void World::changeToExteriorCell (const ESM::Position& position) { + std::cout << "to exterior cell"; int x = 0; int y = 0; diff --git a/components/nifbullet/bullet_nif_loader.cpp b/components/nifbullet/bullet_nif_loader.cpp index 301060cd6f..b3fd9019c7 100644 --- a/components/nifbullet/bullet_nif_loader.cpp +++ b/components/nifbullet/bullet_nif_loader.cpp @@ -133,7 +133,6 @@ void ManualBulletShapeLoader::loadResource(Ogre::Resource *resource) //if collide = false, then it does a second pass which create a shape for raycasting. if(cShape->collide == false) { - std::cout << "collide = false "<addChildShape(tr,NodeShape); - std::cout << "tri"; } void ManualBulletShapeLoader::load(const std::string &name,const std::string &group)