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https://gitlab.com/OpenMW/openmw.git
synced 2025-02-23 06:41:08 +00:00
Don't re-enable collision object for dead actors
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9f716b9ed8
commit
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@ -310,7 +310,7 @@ namespace MWBase
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virtual bool castRay (float x1, float y1, float z1, float x2, float y2, float z2) = 0;
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virtual void setActorCollisionMode(const MWWorld::Ptr& ptr, bool enabled) = 0;
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virtual void setActorCollisionMode(const MWWorld::Ptr& ptr, bool internal, bool external) = 0;
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virtual bool isActorCollisionEnabled(const MWWorld::Ptr& ptr) = 0;
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virtual bool toggleCollisionMode() = 0;
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@ -1454,7 +1454,7 @@ namespace MWMechanics
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if (!inRange)
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{
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iter->first.getRefData().getBaseNode()->setNodeMask(0);
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world->setActorCollisionMode(iter->first, false);
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world->setActorCollisionMode(iter->first, false, false);
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continue;
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}
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else if (!isPlayer)
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@ -1471,7 +1471,7 @@ namespace MWMechanics
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continue;
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}
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world->setActorCollisionMode(iter->first, true);
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world->setActorCollisionMode(iter->first, true, !iter->first.getClass().getCreatureStats(iter->first).isDeathAnimationFinished());
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ctrl->update(duration);
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// Fade away actors on large distance (>90% of actor's processing distance)
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@ -1216,33 +1216,6 @@ namespace MWPhysics
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return false;
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}
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void PhysicsSystem::setActorCollisionMode(const MWWorld::Ptr& ptr, bool enabled)
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{
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ActorMap::iterator found = mActors.find(ptr);
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if (found != mActors.end())
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{
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bool cmode = found->second->getCollisionMode();
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if (cmode == enabled)
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return;
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cmode = enabled;
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found->second->enableCollisionMode(cmode);
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found->second->enableCollisionBody(cmode);
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}
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}
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bool PhysicsSystem::isActorCollisionEnabled(const MWWorld::Ptr& ptr)
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{
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ActorMap::iterator found = mActors.find(ptr);
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if (found != mActors.end())
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{
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bool cmode = found->second->getCollisionMode();
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return cmode;
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}
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return false;
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}
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void PhysicsSystem::queueObjectMovement(const MWWorld::Ptr &ptr, const osg::Vec3f &movement)
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{
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PtrVelocityList::iterator iter = mMovementQueue.begin();
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@ -92,8 +92,6 @@ namespace MWPhysics
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const HeightField* getHeightField(int x, int y) const;
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bool toggleCollisionMode();
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bool isActorCollisionEnabled(const MWWorld::Ptr& ptr);
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void setActorCollisionMode(const MWWorld::Ptr& ptr, bool enabled);
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void stepSimulation(float dt);
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void debugDraw();
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@ -1684,14 +1684,20 @@ namespace MWWorld
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}
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}
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void World::setActorCollisionMode(const MWWorld::Ptr& ptr, bool enabled)
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void World::setActorCollisionMode(const MWWorld::Ptr& ptr, bool internal, bool external)
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{
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mPhysics->setActorCollisionMode(ptr, enabled);
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MWPhysics::Actor *physicActor = mPhysics->getActor(ptr);
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if (physicActor && physicActor->getCollisionMode() != internal)
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{
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physicActor->enableCollisionMode(internal);
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physicActor->enableCollisionBody(external);
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}
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}
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bool World::isActorCollisionEnabled(const MWWorld::Ptr& ptr)
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{
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return mPhysics->isActorCollisionEnabled(ptr);
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MWPhysics::Actor *physicActor = mPhysics->getActor(ptr);
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return physicActor && physicActor->getCollisionMode();
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}
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bool World::toggleCollisionMode()
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@ -419,7 +419,7 @@ namespace MWWorld
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bool castRay (float x1, float y1, float z1, float x2, float y2, float z2) override;
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void setActorCollisionMode(const Ptr& ptr, bool enabled) override;
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void setActorCollisionMode(const Ptr& ptr, bool internal, bool external) override;
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bool isActorCollisionEnabled(const Ptr& ptr) override;
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bool toggleCollisionMode() override;
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