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Support absence of player and other actors in physics system

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elsid 2023-02-08 02:28:59 +01:00
parent 76dfb1b1b4
commit 36b33cc1a5
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@ -822,7 +822,8 @@ namespace MWPhysics
// copy new ptr position in temporary vector. player is handled separately as its movement might change active
// cell.
mActorsPositions.clear();
mActorsPositions.reserve(mActors.size() - 1);
if (!mActors.empty())
mActorsPositions.reserve(mActors.size() - 1);
for (const auto& [ptr, physicActor] : mActors)
{
if (physicActor.get() == player)
@ -833,7 +834,8 @@ namespace MWPhysics
for (const auto& [ptr, pos] : mActorsPositions)
world->moveObject(ptr, pos, false, false);
world->moveObject(player->getPtr(), player->getSimulationPosition(), false, false);
if (player != nullptr)
world->moveObject(player->getPtr(), player->getSimulationPosition(), false, false);
}
void PhysicsSystem::updateAnimatedCollisionShape(const MWWorld::Ptr& object)