diff --git a/apps/openmw/mwmechanics/character.cpp b/apps/openmw/mwmechanics/character.cpp index b419f962e..a54b969d5 100644 --- a/apps/openmw/mwmechanics/character.cpp +++ b/apps/openmw/mwmechanics/character.cpp @@ -1121,11 +1121,21 @@ void CharacterController::handleTextKey(const std::string &groupname, const std: // the same animation for all range types, so there are 3 "release" keys on the same time, one for each range type. && evt.compare(off, len, mAttackType + " release") == 0) { + /* + Start of tes3mp change (major) + + Make the completion of the spellcast animation actually cast spells only for the + local player and local actors, relying on Cast packets to cause spells to be cast + for dedicated players and actors + */ if (mPtr == getPlayer() || mwmp::Main::get().getCellController()->isLocalActor(mPtr)) { MWBase::Environment::get().getWorld()->castSpell(mPtr, mCastingManualSpell); mCastingManualSpell = false; } + /* + End of tes3mp change (major) + */ } else if (groupname == "shield" && evt.compare(off, len, "block hit") == 0)