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don't do a half finished cell change, when trying to switch to an interior cell that does not exist
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@ -251,6 +251,9 @@ namespace MWWorld
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void Scene::changeToInteriorCell (const std::string& cellName, const ESM::Position& position)
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void Scene::changeToInteriorCell (const std::string& cellName, const ESM::Position& position)
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{
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{
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std::cout << "Changing to interior\n";
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std::cout << "Changing to interior\n";
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Ptr::CellStore *cell = mWorld->getInterior(cellName);
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// remove active
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// remove active
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CellStoreCollection::iterator active = mActiveCells.begin();
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CellStoreCollection::iterator active = mActiveCells.begin();
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@ -261,11 +264,9 @@ namespace MWWorld
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// Load cell.
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// Load cell.
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std::cout << "cellName:" << cellName << std::endl;
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std::cout << "cellName:" << cellName << std::endl;
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Ptr::CellStore *cell = mWorld->getInterior(cellName);
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loadCell (cell);
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loadCell (cell);
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// adjust player
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// adjust player
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mCurrentCell = cell;
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mCurrentCell = cell;
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playerCellChange (cell, position);
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playerCellChange (cell, position);
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