Simplify getEffectMultiplier.

Both return cases were same, except for some overflow conditions.
deque
Jordan Ayers 10 years ago
parent cd7cc4bec9
commit 663647bee8

@ -246,10 +246,7 @@ namespace MWMechanics
const ESM::Spell* spell, const MagicEffects* effects)
{
float resistance = getEffectResistance(effectId, actor, caster, spell, effects);
if (resistance >= 0)
return 1 - resistance / 100.f;
else
return -(resistance-100) / 100.f;
return 1 - resistance / 100.f;
}
/// Check if the given affect can be applied to the target. If \a castByPlayer, emits a message box on failure.

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