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Continue scripts execution after player's death (bug #5166)

This commit is contained in:
Andrei Kortunov 2019-09-17 22:40:51 +04:00
parent d3284c0331
commit 94a281370f
2 changed files with 4 additions and 3 deletions

View File

@ -139,10 +139,11 @@
Bug #5134: Doors rotation by "Lock" console command is inconsistent
Bug #5137: Textures with Clamp Mode set to Clamp instead of Wrap are too dark outside the boundaries
Bug #5149: Failing lock pick attempts isn't always a crime
Bug #5158: Objects without a name don't fallback to their ID
Bug #5159: NiMaterialColorController can only control the diffuse color
Bug #5161: Creature companions can't be activated when they are knocked down
Bug #5164: Faction owned items handling is incorrect
Bug #5188: Objects without a name don't fallback to their ID
Bug #5166: Scripts still should be executed after player's death
Feature #1774: Handle AvoidNode
Feature #2229: Improve pathfinding AI
Feature #3025: Analogue gamepad movement controls

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@ -112,8 +112,8 @@ bool OMW::Engine::frame(float frametime)
bool guiActive = mEnvironment.getWindowManager()->isGuiMode();
osg::Timer_t beforeScriptTick = osg::Timer::instance()->tick();
if (mEnvironment.getStateManager()->getState()==
MWBase::StateManager::State_Running)
if (mEnvironment.getStateManager()->getState()!=
MWBase::StateManager::State_NoGame)
{
if (!paused)
{