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Allow to handle activation in Lua even for mwscripted objects
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@ -274,6 +274,8 @@ namespace MWLua
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});
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api["_runStandardActivationAction"] = [context](const GObject& object, const GObject& actor) {
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api["_runStandardActivationAction"] = [context](const GObject& object, const GObject& actor) {
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if (!object.ptr().getRefData().activate())
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return;
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context.mLuaManager->addAction(
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context.mLuaManager->addAction(
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[object, actor] {
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[object, actor] {
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const MWWorld::Ptr& objPtr = object.ptr();
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const MWWorld::Ptr& objPtr = object.ptr();
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@ -3707,8 +3707,7 @@ namespace MWWorld
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void World::activate(const Ptr& object, const Ptr& actor)
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void World::activate(const Ptr& object, const Ptr& actor)
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{
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{
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breakInvisibility(actor);
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breakInvisibility(actor);
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if (object.getRefData().activate())
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MWBase::Environment::get().getLuaManager()->objectActivated(object, actor);
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MWBase::Environment::get().getLuaManager()->objectActivated(object, actor);
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}
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}
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struct ResetActorsVisitor
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struct ResetActorsVisitor
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