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Merge pull request #1763 from akortunov/activatedoor
Forbid actors to use teleporting doors
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commit
70dec71c00
@ -4,6 +4,7 @@
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Bug #1990: Sunrise/sunset not set correct
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Bug #2222: Fatigue's effect on selling price is backwards
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Bug #2326: After a bound item expires the last equipped item of that type is not automatically re-equipped
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Bug #2562: Forcing AI to activate a teleport door sometimes causes a crash
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Bug #2835: Player able to slowly move when overencumbered
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Bug #2862: [macOS] Can't quit launcher using Command-Q or OpenMW->Quit
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Bug #2971: Compiler did not reject lines with naked expressions beginning with x.y
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@ -121,14 +121,23 @@ namespace MWClass
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bool hasKey = false;
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std::string keyName;
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// FIXME: If NPC activate teleporting door, it can lead to crash due to iterator invalidation in the Actors update.
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// Make such activation a no-op for now, like how it is in the vanilla game.
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if (actor != MWMechanics::getPlayer() && ptr.getCellRef().getTeleport())
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{
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std::shared_ptr<MWWorld::Action> action(new MWWorld::FailedAction(std::string(), ptr));
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action->setSound(lockedSound);
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return action;
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}
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// make door glow if player activates it with telekinesis
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if (actor == MWBase::Environment::get().getWorld()->getPlayerPtr() &&
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MWBase::Environment::get().getWorld()->getDistanceToFacedObject() >
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if (actor == MWMechanics::getPlayer() &&
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MWBase::Environment::get().getWorld()->getDistanceToFacedObject() >
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MWBase::Environment::get().getWorld()->getMaxActivationDistance())
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{
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MWRender::Animation* animation = MWBase::Environment::get().getWorld()->getAnimation(ptr);
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const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
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const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
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int index = ESM::MagicEffect::effectStringToId("sEffectTelekinesis");
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const ESM::MagicEffect *effect = store.get<ESM::MagicEffect>().find(index);
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