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Use the teleported Ptr to determine if water walking should be canceled

This commit is contained in:
Evil Eye 2023-02-13 16:38:39 +01:00
parent 7914618175
commit 8cabc1bf3b

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@ -48,6 +48,7 @@ namespace MWWorld
MWWorld::WorldModel* worldModel = MWBase::Environment::get().getWorldModel(); MWWorld::WorldModel* worldModel = MWBase::Environment::get().getWorldModel();
actor.getClass().getCreatureStats(actor).land(actor == world->getPlayerPtr()); actor.getClass().getCreatureStats(actor).land(actor == world->getPlayerPtr());
Ptr teleported;
if (actor == world->getPlayerPtr()) if (actor == world->getPlayerPtr())
{ {
world->getPlayer().setTeleported(true); world->getPlayer().setTeleported(true);
@ -55,23 +56,31 @@ namespace MWWorld
world->changeToExteriorCell(mPosition, true); world->changeToExteriorCell(mPosition, true);
else else
world->changeToInteriorCell(mCellName, mPosition, true); world->changeToInteriorCell(mCellName, mPosition, true);
teleported = world->getPlayerPtr();
} }
else else
{ {
if (actor.getClass().getCreatureStats(actor).getAiSequence().isInCombat(world->getPlayerPtr())) if (actor.getClass().getCreatureStats(actor).getAiSequence().isInCombat(world->getPlayerPtr()))
{
actor.getClass().getCreatureStats(actor).getAiSequence().stopCombat(); actor.getClass().getCreatureStats(actor).getAiSequence().stopCombat();
return;
}
else if (mCellName.empty()) else if (mCellName.empty())
{ {
const osg::Vec2i index = positionToCellIndex(mPosition.pos[0], mPosition.pos[1]); const osg::Vec2i index = positionToCellIndex(mPosition.pos[0], mPosition.pos[1]);
world->moveObject(actor, worldModel->getExterior(index.x(), index.y()), mPosition.asVec3(), true, true); teleported = world->moveObject(
actor, worldModel->getExterior(index.x(), index.y()), mPosition.asVec3(), true, true);
} }
else else
world->moveObject(actor, worldModel->getInterior(mCellName), mPosition.asVec3(), true, true); teleported
= world->moveObject(actor, worldModel->getInterior(mCellName), mPosition.asVec3(), true, true);
} }
if (!world->isWaterWalkingCastableOnTarget(actor) && MWMechanics::hasWaterWalking(actor)) if (!world->isWaterWalkingCastableOnTarget(teleported) && MWMechanics::hasWaterWalking(teleported))
actor.getClass().getCreatureStats(actor).getActiveSpells().purgeEffect( teleported.getClass()
actor, ESM::MagicEffect::WaterWalking); .getCreatureStats(teleported)
.getActiveSpells()
.purgeEffect(actor, ESM::MagicEffect::WaterWalking);
} }
void ActionTeleport::getFollowers( void ActionTeleport::getFollowers(