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	don't do a half finished cell change, when trying to switch to an interior cell that does not exist
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					 1 changed files with 3 additions and 2 deletions
				
			
		|  | @ -251,6 +251,9 @@ namespace MWWorld | ||||||
|     void Scene::changeToInteriorCell (const std::string& cellName, const ESM::Position& position) |     void Scene::changeToInteriorCell (const std::string& cellName, const ESM::Position& position) | ||||||
|     { |     { | ||||||
|         std::cout << "Changing to interior\n"; |         std::cout << "Changing to interior\n"; | ||||||
|  | 
 | ||||||
|  |         Ptr::CellStore *cell = mWorld->getInterior(cellName); | ||||||
|  | 
 | ||||||
|         // remove active
 |         // remove active
 | ||||||
|         CellStoreCollection::iterator active = mActiveCells.begin(); |         CellStoreCollection::iterator active = mActiveCells.begin(); | ||||||
| 
 | 
 | ||||||
|  | @ -261,11 +264,9 @@ namespace MWWorld | ||||||
| 
 | 
 | ||||||
|         // Load cell.
 |         // Load cell.
 | ||||||
|         std::cout << "cellName:" << cellName << std::endl; |         std::cout << "cellName:" << cellName << std::endl; | ||||||
|         Ptr::CellStore *cell = mWorld->getInterior(cellName); |  | ||||||
| 
 | 
 | ||||||
|         loadCell (cell); |         loadCell (cell); | ||||||
| 
 | 
 | ||||||
| 
 |  | ||||||
|         // adjust player
 |         // adjust player
 | ||||||
|         mCurrentCell = cell; |         mCurrentCell = cell; | ||||||
|         playerCellChange (cell, position); |         playerCellChange (cell, position); | ||||||
|  |  | ||||||
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