diff --git a/apps/openmw/mwworld/weather.cpp b/apps/openmw/mwworld/weather.cpp index 36b5958dc3..58fea640f6 100644 --- a/apps/openmw/mwworld/weather.cpp +++ b/apps/openmw/mwworld/weather.cpp @@ -2,6 +2,7 @@ #include +#include #include #include #include @@ -45,7 +46,7 @@ namespace MWWorld osg::Vec3f calculateStormDirection(const std::string& particleEffect) { osg::Vec3f stormDirection = MWWorld::Weather::defaultDirection(); - if (particleEffect == "meshes\\ashcloud.nif" || particleEffect == "meshes\\blightcloud.nif") + if (particleEffect == Settings::models().mWeatherashcloud.get() || particleEffect == Settings::models().mWeatherblightcloud.get()) { osg::Vec3f playerPos = MWMechanics::getPlayer().getRefData().getPosition().asVec3(); playerPos.z() = 0; @@ -581,10 +582,10 @@ namespace MWWorld addWeather("Overcast", 0.7f, 0.0f); // 3 addWeather("Rain", 0.5f, 10.0f); // 4 addWeather("Thunderstorm", 0.5f, 20.0f); // 5 - addWeather("Ashstorm", 0.2f, 50.0f, "meshes\\ashcloud.nif"); // 6 - addWeather("Blight", 0.2f, 60.0f, "meshes\\blightcloud.nif"); // 7 - addWeather("Snow", 0.5f, 40.0f, "meshes\\snow.nif"); // 8 - addWeather("Blizzard", 0.16f, 70.0f, "meshes\\blizzard.nif"); // 9 + addWeather("Ashstorm", 0.2f, 50.0f, Settings::models().mWeatherashcloud.get()); // 6 + addWeather("Blight", 0.2f, 60.0f, Settings::models().mWeatherblightcloud.get()); // 7 + addWeather("Snow", 0.5f, 40.0f, Settings::models().mWeathersnow.get()); // 8 + addWeather("Blizzard", 0.16f, 70.0f, Settings::models().mWeatherblizzard.get()); // 9 Store::iterator it = store.get().begin(); for (; it != store.get().end(); ++it) @@ -720,7 +721,7 @@ namespace MWWorld // For some reason Ash Storm is not considered as a precipitation weather in game mPrecipitation = !(mResult.mParticleEffect.empty() && mResult.mRainEffect.empty()) - && mResult.mParticleEffect != "meshes\\ashcloud.nif"; + && mResult.mParticleEffect != Settings::models().mWeatherashcloud.get(); mStormDirection = calculateStormDirection(mResult.mParticleEffect); mRendering.getSkyManager()->setStormParticleDirection(mStormDirection);