Fix for loading projectile speed

coverity_scan^2
Allofich 8 years ago
parent f8270f6bd5
commit c617e90755

@ -486,6 +486,10 @@ namespace MWWorld
state.mActorId = esm.mActorId;
state.mStack = esm.mStack;
state.mEffects = getMagicBoltData(state.mIdMagic, state.mSoundIds, state.mSpeed, esm.mEffects);
state.mSpeed = esm.mSpeed; // speed is derived from non-projectile effects as well as
// projectile effects, so we can't calculate it from the save
// file's effect list, which is already trimmed of non-projectile
// effects. We need to use the stored value.
std::string model;
try

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