Lights extinguish underwater

actorid
Alex "rainChu" Haddad 11 years ago
parent 30ee3c5cf6
commit 2643214ca6

@ -201,10 +201,8 @@ namespace MWClass
{
ensureCustomData(ptr);
float &timeCharge = dynamic_cast<CustomData&> (*ptr.getRefData().getCustomData()).mTime;
// TODO time it in vanilla, see if 1 second is really one unit.
timeCharge = duration;
float &timeRemaining = dynamic_cast<CustomData&> (*ptr.getRefData().getCustomData()).mTime;
timeRemaining = duration;
}
float Light::getRemainingUsageTime (const MWWorld::Ptr& ptr) const

@ -44,10 +44,7 @@ namespace MWMechanics
if(!paused)
{
updateDrowning(ptr, duration);
// Only update the light of the player.
if(ptr.getRefData().getHandle()=="player")
updateEquippedLight(ptr, duration);
updateEquippedLight(ptr, duration);
}
}
@ -211,19 +208,36 @@ namespace MWMechanics
if(heldIter.getType() == MWWorld::ContainerStore::Type_Light)
{
// ... then use some "fuel" from the timer
float timeRemaining = heldIter->getClass().getRemainingUsageTime(*heldIter);
// Use time from the player's light
bool isPlayer = ptr.getRefData().getHandle()=="player";
if(isPlayer)
{
float timeRemaining = heldIter->getClass().getRemainingUsageTime(*heldIter);
// -1 is infinite light source. Other negative values are treated as 0.
if(timeRemaining != -1.0f)
{
timeRemaining -= duration;
if(timeRemaining > 0.0f)
heldIter->getClass().setRemainingUsageTime(*heldIter, timeRemaining);
else
{
heldIter->getRefData().setCount(0); // remove it
return;
}
}
}
// If it's already -1, then it should be an infinite light.
// TODO see what happens for other negative values.
if(timeRemaining >= 0.0f)
// Both NPC and player lights extinguish in water.
if(MWBase::Environment::get().getWorld()->isSwimming(ptr))
{
timeRemaining -= duration;
heldIter->getRefData().setCount(0); // remove it
if(timeRemaining > 0.0f)
heldIter->getClass().setRemainingUsageTime(*heldIter, timeRemaining);
else
heldIter->getRefData().setCount(0); // remove it
// ...But, only the player makes a sound.
if(isPlayer)
MWBase::Environment::get().getSoundManager()->playSound("torch out",
1.0, 1.0, MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_NoEnv);
}
}
}

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