void Scene::playerCellChange(CellStore *cell, const ESM::Position& pos, bool adjustPlayerPos) { MWBase::World *world = MWBase::Environment::get().getWorld(); MWWorld::Ptr old = world->getPlayerPtr(); world->getPlayer().setCell(cell); MWWorld::Ptr player = world->getPlayerPtr(); mRendering.updatePlayerPtr(player); if (adjustPlayerPos) { world->moveObject(player, pos.pos[0], pos.pos[1], pos.pos[2]); float x = Ogre::Radian(pos.rot[0]).valueDegrees(); float y = Ogre::Radian(pos.rot[1]).valueDegrees(); float z = Ogre::Radian(pos.rot[2]).valueDegrees(); world->rotateObject(player, x, y, z); player.getClass().adjustPosition(player, true); } MWBase::MechanicsManager *mechMgr = MWBase::Environment::get().getMechanicsManager(); mechMgr->updateCell(old, player); mechMgr->watchActor(player); mRendering.updateTerrain(); // Delay the map update until scripts have been given a chance to run. // If we don't do this, objects that should be disabled will still appear on the map. mNeedMapUpdate = true; MWBase::Environment::get().getWindowManager()->changeCell(mCurrentCell); }
void Scene::changePlayerCell(CellStore *cell, const ESM::Position &pos, bool adjustPlayerPos) { mCurrentCell = cell; MWBase::World *world = MWBase::Environment::get().getWorld(); MWWorld::Ptr old = world->getPlayerPtr(); world->getPlayer().setCell(cell); MWWorld::Ptr player = world->getPlayerPtr(); mRendering.updatePlayerPtr(player); if (adjustPlayerPos) { world->moveObject(player, pos.pos[0], pos.pos[1], pos.pos[2]); float x = Ogre::Radian(pos.rot[0]).valueDegrees(); float y = Ogre::Radian(pos.rot[1]).valueDegrees(); float z = Ogre::Radian(pos.rot[2]).valueDegrees(); world->rotateObject(player, x, y, z); player.getClass().adjustPosition(player, true); } MWBase::MechanicsManager *mechMgr = MWBase::Environment::get().getMechanicsManager(); mechMgr->updateCell(old, player); mechMgr->watchActor(player); MWBase::Environment::get().getWorld()->adjustSky(); }