forked from teamnwah/openmw-tes3coop
[Client] Avoid repetitive code when unequipping items in resurrection
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1 changed files with 5 additions and 5 deletions
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@ -836,11 +836,11 @@ void LocalPlayer::resurrect()
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// Ensure we unequip any items with constant effects that can put us into an infinite
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// Ensure we unequip any items with constant effects that can put us into an infinite
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// death loop
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// death loop
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MechanicsHelper::unequipItemsByEffect(ptrPlayer, ESM::Enchantment::ConstantEffect, ESM::MagicEffect::DrainHealth);
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static const int damageEffects[5] = { ESM::MagicEffect::DrainHealth, ESM::MagicEffect::FireDamage,
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MechanicsHelper::unequipItemsByEffect(ptrPlayer, ESM::Enchantment::ConstantEffect, ESM::MagicEffect::FireDamage);
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ESM::MagicEffect::FrostDamage, ESM::MagicEffect::ShockDamage, ESM::MagicEffect::SunDamage };
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MechanicsHelper::unequipItemsByEffect(ptrPlayer, ESM::Enchantment::ConstantEffect, ESM::MagicEffect::FrostDamage);
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MechanicsHelper::unequipItemsByEffect(ptrPlayer, ESM::Enchantment::ConstantEffect, ESM::MagicEffect::ShockDamage);
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for (const auto &damageEffect : damageEffects)
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MechanicsHelper::unequipItemsByEffect(ptrPlayer, ESM::Enchantment::ConstantEffect, ESM::MagicEffect::SunDamage);
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MechanicsHelper::unequipItemsByEffect(ptrPlayer, ESM::Enchantment::ConstantEffect, damageEffect);
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Main::get().getNetworking()->getPlayerPacket(ID_PLAYER_RESURRECT)->setPlayer(this);
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Main::get().getNetworking()->getPlayerPacket(ID_PLAYER_RESURRECT)->setPlayer(this);
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Main::get().getNetworking()->getPlayerPacket(ID_PLAYER_RESURRECT)->Send();
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Main::get().getNetworking()->getPlayerPacket(ID_PLAYER_RESURRECT)->Send();
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