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Use the object's class to check if it's an actor
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@ -178,10 +178,10 @@ namespace MWMechanics
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void MechanicsManager::add(const MWWorld::Ptr& ptr)
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{
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if(ptr.getTypeName() == typeid(ESM::Activator).name())
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mActivators.addActivator(ptr);
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else
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if(MWWorld::Class::get(ptr).isActor())
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mActors.addActor(ptr);
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else
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mActivators.addActivator(ptr);
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}
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void MechanicsManager::remove(const MWWorld::Ptr& ptr)
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@ -194,10 +194,10 @@ namespace MWMechanics
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void MechanicsManager::updateCell(const MWWorld::Ptr &old, const MWWorld::Ptr &ptr)
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{
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if(ptr.getTypeName() == typeid(ESM::Activator).name())
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mActivators.updateActivator(old, ptr);
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else
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if(MWWorld::Class::get(ptr).isActor())
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mActors.updateActor(old, ptr);
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else
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mActivators.updateActivator(old, ptr);
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}
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@ -656,17 +656,17 @@ namespace MWMechanics
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void MechanicsManager::playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number)
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{
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if(ptr.getTypeName() == typeid(ESM::Activator).name())
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mActivators.playAnimationGroup(ptr, groupName, mode, number);
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else
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if(MWWorld::Class::get(ptr).isActor())
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mActors.playAnimationGroup(ptr, groupName, mode, number);
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else
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mActivators.playAnimationGroup(ptr, groupName, mode, number);
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}
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void MechanicsManager::skipAnimation(const MWWorld::Ptr& ptr)
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{
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if(ptr.getTypeName() == typeid(ESM::Activator).name())
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mActivators.skipAnimation(ptr);
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else
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if(MWWorld::Class::get(ptr).isActor())
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mActors.skipAnimation(ptr);
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else
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mActivators.skipAnimation(ptr);
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}
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}
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