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Ensure mechanics actors/objects are cleared before adding them
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@ -170,6 +170,8 @@ namespace MWMechanics
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// erase previous death events since we are currently only tracking them while in an active cell
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// erase previous death events since we are currently only tracking them while in an active cell
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MWWorld::Class::get(ptr).getCreatureStats(ptr).clearHasDied();
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MWWorld::Class::get(ptr).getCreatureStats(ptr).clearHasDied();
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removeActor(ptr);
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MWRender::Animation *anim = MWBase::Environment::get().getWorld()->getAnimation(ptr);
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MWRender::Animation *anim = MWBase::Environment::get().getWorld()->getAnimation(ptr);
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mActors.insert(std::make_pair(ptr, new CharacterController(ptr, anim)));
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mActors.insert(std::make_pair(ptr, new CharacterController(ptr, anim)));
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}
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}
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@ -16,6 +16,8 @@ Objects::Objects()
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void Objects::addObject(const MWWorld::Ptr& ptr)
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void Objects::addObject(const MWWorld::Ptr& ptr)
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{
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{
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removeObject(ptr);
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MWRender::Animation *anim = MWBase::Environment::get().getWorld()->getAnimation(ptr);
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MWRender::Animation *anim = MWBase::Environment::get().getWorld()->getAnimation(ptr);
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if(anim) mObjects.insert(std::make_pair(ptr, new CharacterController(ptr, anim)));
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if(anim) mObjects.insert(std::make_pair(ptr, new CharacterController(ptr, anim)));
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}
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}
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