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fix for potential script problem during saved game loading

This commit is contained in:
Marc Zinnschlag 2014-09-22 10:12:07 +02:00
parent 5c8ef842b6
commit aa7fc8ee47

View File

@ -29,10 +29,20 @@ void MWWorld::LiveCellRefBase::loadImp (const ESM::ObjectState& state)
if (!scriptId.empty()) if (!scriptId.empty())
{ {
if (const ESM::Script* script = MWBase::Environment::get().getWorld()->getStore().get<ESM::Script>().search (scriptId)) if (const ESM::Script* script = MWBase::Environment::get().getWorld()->getStore().get<ESM::Script>().search (scriptId))
{
try
{ {
mData.setLocals (*script); mData.setLocals (*script);
mData.getLocals().read (state.mLocals, scriptId); mData.getLocals().read (state.mLocals, scriptId);
} }
catch (const std::exception& exception)
{
std::cerr
<< "failed to load state for local script " << scriptId
<< " because an exception has been thrown: " << exception.what()
<< std::endl;
}
}
} }
} }