Forbid actors to use teleporting doors (bug #2562)

0.6.3
Andrei Kortunov 7 years ago
parent 5a9e382efe
commit 2a65aaf5ab

@ -4,6 +4,7 @@
Bug #1990: Sunrise/sunset not set correct
Bug #2222: Fatigue's effect on selling price is backwards
Bug #2326: After a bound item expires the last equipped item of that type is not automatically re-equipped
Bug #2562: Forcing AI to activate a teleport door sometimes causes a crash
Bug #2835: Player able to slowly move when overencumbered
Bug #2971: Compiler did not reject lines with naked expressions beginning with x.y
Bug #3374: Touch spells not hitting kwama foragers

@ -121,8 +121,17 @@ namespace MWClass
bool hasKey = false;
std::string keyName;
// FIXME: If NPC activate teleporting door, it can lead to crash due to iterator invalidation in the Actors update.
// Make such activation a no-op for now, how in vanilla game.
if (actor != MWMechanics::getPlayer() && ptr.getCellRef().getTeleport())
{
std::shared_ptr<MWWorld::Action> action(new MWWorld::FailedAction(std::string(), ptr));
action->setSound(lockedSound);
return action;
}
// make door glow if player activates it with telekinesis
if (actor == MWBase::Environment::get().getWorld()->getPlayerPtr() &&
if (actor == MWMechanics::getPlayer() &&
MWBase::Environment::get().getWorld()->getDistanceToFacedObject() >
MWBase::Environment::get().getWorld()->getMaxActivationDistance())
{

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