Clean up magic bolts of actors that are gone (#5451)

pull/2893/head
Capostrophic 4 years ago
parent 05884e690f
commit 456f0f9f44

@ -26,6 +26,7 @@
Bug #5427: GetDistance unknown ID error is misleading
Bug #5435: Enemies can't hurt the player when collision is off
Bug #5441: Enemies can't push a player character when in critical strike stance
Bug #5451: Magic projectiles don't disappear with the caster
Feature #5362: Show the soul gems' trapped soul in count dialog
Feature #5445: Handle NiLines

@ -387,6 +387,18 @@ namespace MWWorld
{
for (std::vector<MagicBoltState>::iterator it = mMagicBolts.begin(); it != mMagicBolts.end();)
{
// If the actor caster is gone, the magic bolt needs to be removed from the scene during the next frame.
MWWorld::Ptr caster = it->getCaster();
if (!caster.isEmpty() && caster.getClass().isActor())
{
if (caster.getRefData().getCount() <= 0 || caster.getClass().getCreatureStats(caster).isDead())
{
cleanupMagicBolt(*it);
it = mMagicBolts.erase(it);
continue;
}
}
osg::Quat orient = it->mNode->getAttitude();
static float fTargetSpellMaxSpeed = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>()
.find("fTargetSpellMaxSpeed")->mValue.getFloat();
@ -405,8 +417,6 @@ namespace MWWorld
update(*it, duration);
MWWorld::Ptr caster = it->getCaster();
// For AI actors, get combat targets to use in the ray cast. Only those targets will return a positive hit result.
std::vector<MWWorld::Ptr> targetActors;
if (!caster.isEmpty() && caster.getClass().isActor() && caster != MWMechanics::getPlayer())

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