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Fix several NPCs spawning in the ground
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parent
ef09b1cac8
commit
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@ -118,6 +118,7 @@ namespace MWWorld
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float verts = ESM::Land::LAND_SIZE;
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float verts = ESM::Land::LAND_SIZE;
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float worldsize = ESM::Land::REAL_SIZE;
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float worldsize = ESM::Land::REAL_SIZE;
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// Load terrain physics first...
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if (cell->mCell->isExterior())
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if (cell->mCell->isExterior())
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{
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{
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ESM::Land* land =
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ESM::Land* land =
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@ -137,6 +138,7 @@ namespace MWWorld
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}
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}
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}
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}
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// ... then references. This is important for adjustPosition to work correctly.
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/// \todo rescale depending on the state of a new GMST
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/// \todo rescale depending on the state of a new GMST
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insertCell (*cell, true);
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insertCell (*cell, true);
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@ -439,7 +441,6 @@ namespace MWWorld
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insertCellRefList(mRendering, cell.mBooks, cell, *mPhysics, rescale);
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insertCellRefList(mRendering, cell.mBooks, cell, *mPhysics, rescale);
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insertCellRefList(mRendering, cell.mClothes, cell, *mPhysics, rescale);
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insertCellRefList(mRendering, cell.mClothes, cell, *mPhysics, rescale);
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insertCellRefList(mRendering, cell.mContainers, cell, *mPhysics, rescale);
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insertCellRefList(mRendering, cell.mContainers, cell, *mPhysics, rescale);
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insertCellRefList(mRendering, cell.mCreatures, cell, *mPhysics, rescale);
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insertCellRefList(mRendering, cell.mDoors, cell, *mPhysics, rescale);
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insertCellRefList(mRendering, cell.mDoors, cell, *mPhysics, rescale);
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insertCellRefList(mRendering, cell.mIngreds, cell, *mPhysics, rescale);
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insertCellRefList(mRendering, cell.mIngreds, cell, *mPhysics, rescale);
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insertCellRefList(mRendering, cell.mCreatureLists, cell, *mPhysics, rescale);
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insertCellRefList(mRendering, cell.mCreatureLists, cell, *mPhysics, rescale);
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@ -447,11 +448,13 @@ namespace MWWorld
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insertCellRefList(mRendering, cell.mLights, cell, *mPhysics, rescale);
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insertCellRefList(mRendering, cell.mLights, cell, *mPhysics, rescale);
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insertCellRefList(mRendering, cell.mLockpicks, cell, *mPhysics, rescale);
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insertCellRefList(mRendering, cell.mLockpicks, cell, *mPhysics, rescale);
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insertCellRefList(mRendering, cell.mMiscItems, cell, *mPhysics, rescale);
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insertCellRefList(mRendering, cell.mMiscItems, cell, *mPhysics, rescale);
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insertCellRefList(mRendering, cell.mNpcs, cell, *mPhysics, rescale);
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insertCellRefList(mRendering, cell.mProbes, cell, *mPhysics, rescale);
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insertCellRefList(mRendering, cell.mProbes, cell, *mPhysics, rescale);
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insertCellRefList(mRendering, cell.mRepairs, cell, *mPhysics, rescale);
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insertCellRefList(mRendering, cell.mRepairs, cell, *mPhysics, rescale);
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insertCellRefList(mRendering, cell.mStatics, cell, *mPhysics, rescale);
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insertCellRefList(mRendering, cell.mStatics, cell, *mPhysics, rescale);
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insertCellRefList(mRendering, cell.mWeapons, cell, *mPhysics, rescale);
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insertCellRefList(mRendering, cell.mWeapons, cell, *mPhysics, rescale);
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// Load NPCs and creatures _after_ everything else (important for adjustPosition to work correctly)
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insertCellRefList(mRendering, cell.mCreatures, cell, *mPhysics, rescale);
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insertCellRefList(mRendering, cell.mNpcs, cell, *mPhysics, rescale);
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}
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}
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void Scene::addObjectToScene (const Ptr& ptr)
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void Scene::addObjectToScene (const Ptr& ptr)
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