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Do not adjust position for falling actors

This commit is contained in:
elsid 2022-09-17 00:59:46 +02:00
parent 6d3de520e8
commit 953954ff95
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GPG key ID: 4DE04C198CBA7625
2 changed files with 4 additions and 1 deletions

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@ -18,6 +18,7 @@
Bug #6987: Set/Mod Blindness should not darken the screen
Bug #6992: Crossbow reloading doesn't look the same as in Morrowind
Bug #6993: Shooting your last round of ammunition causes the attack animation to cancel
Bug #7009: Falling actors teleport to the ground without receiving any damage on cell loading
Feature #6933: Support high-resolution cursor textures
Feature #6945: Support S3TC-compressed and BGR/BGRA NiPixelData
Feature #6979: Add support of loading and displaying LOD assets purely based on their filename extension

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@ -4,10 +4,12 @@
#include <memory>
#include "character.hpp"
#include "creaturestats.hpp"
#include "greetingstate.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/class.hpp"
#include <components/misc/timer.hpp>
@ -28,7 +30,7 @@ namespace MWMechanics
public:
Actor(const MWWorld::Ptr& ptr, MWRender::Animation* animation)
: mCharacterController(ptr, animation)
, mPositionAdjusted(false)
, mPositionAdjusted(ptr.getClass().getCreatureStats(ptr).getFallHeight() > 0)
{
}