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Don't stop playing sounds attached to removed objects (bug #6896)
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2 changed files with 6 additions and 1 deletions
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@ -141,6 +141,7 @@
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Bug #6849: ImageButton texture is not scaled properly
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Bug #6869: Hits queue stagger during swing animation
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Bug #6895: Removing a negative number of items from a script, makes the script terminate with an error
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Bug #6896: Sounds played using PlaySound3D are cut off as the emitter leaves the cell
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Bug #6898: Accessing the Quick Inventory menu does not work while in menu mode
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Bug #6901: Morrowind.exe soul gem usage discrepancy
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Bug #6909: Using enchanted items has no animation
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@ -926,7 +926,11 @@ namespace MWWorld
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void Scene::removeObjectFromScene (const Ptr& ptr, bool keepActive)
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{
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MWBase::Environment::get().getMechanicsManager()->remove (ptr, keepActive);
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MWBase::Environment::get().getSoundManager()->stopSound3D (ptr);
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// You'd expect the sounds attached to the object to be stopped here
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// because the object is nowhere to be heard, but in Morrowind, they're not.
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// They're still stopped when the cell is unloaded
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// or if the player moves away far from the object's position.
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// Todd Howard, Who art in Bethesda, hallowed be Thy name.
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MWBase::Environment::get().getLuaManager()->objectRemovedFromScene(ptr);
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if (const auto object = mPhysics->getObject(ptr))
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{
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