From 2147210ad7ab001b8789689b6e0556dba4c95183 Mon Sep 17 00:00:00 2001 From: Chris Robinson Date: Sun, 1 Apr 2012 12:46:49 -0700 Subject: [PATCH] Don't set an underwater environment when there's no water --- apps/openmw/mwsound/soundmanager.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/apps/openmw/mwsound/soundmanager.cpp b/apps/openmw/mwsound/soundmanager.cpp index a96aac6c5..1c6e548b6 100644 --- a/apps/openmw/mwsound/soundmanager.cpp +++ b/apps/openmw/mwsound/soundmanager.cpp @@ -407,7 +407,7 @@ namespace MWSound if(!isMusicPlaying()) startRandomTitle(); - MWWorld::Ptr::CellStore *current = mEnvironment.mWorld->getPlayer().getPlayer().getCell(); + const ESM::Cell *cell = mEnvironment.mWorld->getPlayer().getPlayer().getCell()->cell; Ogre::Camera *cam = mEnvironment.mWorld->getPlayer().getRenderer()->getCamera(); Ogre::Vector3 nPos, nDir, nUp; nPos = cam->getRealPosition(); @@ -415,7 +415,7 @@ namespace MWSound nUp = cam->getRealUp(); Environment env = Env_Normal; - if(nPos.y < current->cell->water) + if((cell->data.flags&cell->HasWater) && nPos.y < cell->water) env = Env_Underwater; // The output handler is expecting vectors oriented like the game