[Client] Fix graphical glitches related to DedicatedActor initialization

0.6.1
David Cernat 8 years ago
parent 62aa6ed7ea
commit 3def111ca1

@ -175,4 +175,7 @@ void DedicatedActor::setPtr(const MWWorld::Ptr& newPtr)
refId = ptr.getCellRef().getRefId();
refNumIndex = ptr.getCellRef().getRefNum().mIndex;
mpNum = ptr.getCellRef().getMpNum();
position = ptr.getRefData().getPosition();
drawState = ptr.getClass().getCreatureStats(ptr).getDrawState();
}

@ -125,12 +125,7 @@ void LocalActor::updateAnimFlags(bool forceUpdate)
#undef __SETFLAG
if (currentDrawState == MWMechanics::DrawState_Nothing)
drawState = 0;
else if (currentDrawState == MWMechanics::DrawState_Weapon)
drawState = 1;
else if (currentDrawState == MWMechanics::DrawState_Spell)
drawState = 2;
drawState = currentDrawState;
mwmp::Main::get().getNetworking()->getActorList()->addAnimFlagsActor(*this);
}

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