Only disarm traps with keys when the door is locked (bug #5370)

pull/2775/head
Capostrophic 4 years ago
parent 4e22f03ece
commit 5dc8da5f67

@ -6,6 +6,7 @@
Bug #5364: Script fails/stops if trying to startscript an unknown script
Bug #5367: Selecting a spell on an enchanted item per hotkey always plays the equip sound
Bug #5369: Spawnpoint in the Grazelands doesn't produce oversized creatures
Bug #5370: Opening an unlocked but trapped door uses the key
Feature #5362: Show the soul gems' trapped soul in count dialog
0.46.0

@ -177,11 +177,10 @@ namespace MWClass
}
}
if ((isLocked || isTrapped) && hasKey)
if (isLocked && hasKey)
{
MWBase::Environment::get().getWindowManager ()->messageBox (keyName + " #{sKeyUsed}");
if(isLocked)
ptr.getCellRef().unlock();
ptr.getCellRef().unlock();
// using a key disarms the trap
if(isTrapped)
{

@ -158,12 +158,11 @@ namespace MWClass
}
}
if ((isLocked || isTrapped) && hasKey)
if (isLocked && hasKey)
{
if(actor == MWMechanics::getPlayer())
MWBase::Environment::get().getWindowManager()->messageBox(keyName + " #{sKeyUsed}");
if(isLocked)
ptr.getCellRef().unlock(); //Call the function here. because that makes sense.
ptr.getCellRef().unlock(); //Call the function here. because that makes sense.
// using a key disarms the trap
if(isTrapped)
{

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