Commit b0a140e7 authored by Andrei Kortunov's avatar Andrei Kortunov

Disable actor collision only after end of death animation

parent ebaa6fb5
......@@ -31,7 +31,7 @@ namespace MWClass
if (!model.empty())
{
physics.addActor(ptr, model);
if (getCreatureStats(ptr).isDead())
if (getCreatureStats(ptr).isDead() && getCreatureStats(ptr).isDeathAnimationFinished())
MWBase::Environment::get().getWorld()->enableActorCollision(ptr, false);
}
}
......
......@@ -135,6 +135,7 @@ namespace MWClass
data->mCreatureStats.setAiSetting (MWMechanics::CreatureStats::AI_Flee, ref->mBase->mAiData.mFlee);
data->mCreatureStats.setAiSetting (MWMechanics::CreatureStats::AI_Alarm, ref->mBase->mAiData.mAlarm);
// Persistent actors with 0 health do not play death animation
if (data->mCreatureStats.isDead())
data->mCreatureStats.setDeathAnimationFinished(ptr.getClass().isPersistent(ptr));
......
......@@ -352,6 +352,8 @@ namespace MWClass
data->mNpcStats.setNeedRecalcDynamicStats(true);
}
// Persistent actors with 0 health do not play death animation
if (data->mNpcStats.isDead())
data->mNpcStats.setDeathAnimationFinished(ptr.getClass().isPersistent(ptr));
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment