Simplify getEffectMultiplier.

Both return cases were same, except for some overflow conditions.
This commit is contained in:
Jordan Ayers 2014-10-01 22:55:21 -05:00
parent cd7cc4bec9
commit 663647bee8

View file

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