diff --git a/apps/openmw/mwrender/groundcover.cpp b/apps/openmw/mwrender/groundcover.cpp index 63df3e2497..9416a48ec8 100644 --- a/apps/openmw/mwrender/groundcover.cpp +++ b/apps/openmw/mwrender/groundcover.cpp @@ -220,7 +220,7 @@ namespace MWRender calculator.reset(); for (size_t i=0; imContextList.size(); ++i) { - unsigned int index = cell->mContextList.at(i).index; + unsigned int index = cell->mContextList[i].index; if (esm.size() <= index) esm.resize(index+1); cell->restore(esm[index], i); diff --git a/apps/openmw/mwworld/projectilemanager.cpp b/apps/openmw/mwworld/projectilemanager.cpp index 53b1b364b6..4f0a2098f0 100644 --- a/apps/openmw/mwworld/projectilemanager.cpp +++ b/apps/openmw/mwworld/projectilemanager.cpp @@ -319,7 +319,7 @@ namespace MWWorld // in case there are multiple effects, the model is a dummy without geometry. Use the second effect for physics shape if (state.mIdMagic.size() > 1) - model = "meshes\\" + MWBase::Environment::get().getWorld()->getStore().get().find(state.mIdMagic.at(1))->mModel; + model = "meshes\\" + MWBase::Environment::get().getWorld()->getStore().get().find(state.mIdMagic[1])->mModel; state.mProjectileId = mPhysics->addProjectile(caster, pos, model, true, false); state.mToDelete = false; mMagicBolts.push_back(state);