Play all sfx and use particle textures for permanent enchantments

This commit is contained in:
Allofich 2016-09-15 00:22:09 +09:00
parent 527bbd5243
commit dc8ff5e49b
2 changed files with 2 additions and 2 deletions

View file

@ -994,7 +994,7 @@ void NpcAnimation::permanentEffectAdded(const ESM::MagicEffect *magicEffect, boo
bool loop = (magicEffect->mData.mFlags & ESM::MagicEffect::ContinuousVfx) != 0;
// Don't play particle VFX unless the effect is new or it should be looping.
if (isNew || loop)
addEffect("meshes\\" + castStatic->mModel, magicEffect->mIndex, loop, "");
addEffect("meshes\\" + castStatic->mModel, magicEffect->mIndex, loop, "", magicEffect->mParticle);
}
}

View file

@ -415,7 +415,7 @@ void MWWorld::InventoryStore::updateMagicEffects(const Ptr& actor)
// Basically we don't want sounds when the actor is first loaded,
// the items should appear as if they'd always been equipped.
mListener->permanentEffectAdded(magicEffect, !mFirstAutoEquip,
!mFirstAutoEquip && effectIt == enchantment.mEffects.mList.begin());
!mFirstAutoEquip);
}
if (magnitude)