make getEffectDuration to look for a specific effect

pull/524/head
uramer 6 years ago
parent 8aad93b904
commit 2531378d0b

@ -324,14 +324,18 @@ namespace MWMechanics
Make it easy to get an effect's duration
*/
float ActiveSpells::getEffectDuration(short effectId)
float ActiveSpells::getEffectDuration(short effectId, std::string sourceId)
{
for (TContainer::iterator it = mSpells.begin(); it != mSpells.end(); ++it)
{
for (std::vector<ActiveEffect>::iterator effectIt = it->second.mEffects.begin();
effectIt != it->second.mEffects.end();)
if (sourceId.compare(it->first) == 0)
{
return effectIt->mDuration;
for (std::vector<ActiveEffect>::iterator effectIt = it->second.mEffects.begin();
effectIt != it->second.mEffects.end(); it++)
{
if (effectIt->mEffectId == effectId)
return effectIt->mDuration;
}
}
}
return 0.f;

@ -109,7 +109,7 @@ namespace MWMechanics
Make it easy to get an effect's duration
*/
float getEffectDuration(short effectId);
float getEffectDuration(short effectId, std::string sourceId);
/*
End of tes3mp addition
*/

@ -111,8 +111,8 @@ namespace MWMechanics
objectList->packetOrigin = mwmp::CLIENT_GAMEPLAY;
MWMechanics::CreatureStats *actorCreatureStats = &mActor.getClass().getCreatureStats(mActor);
objectList->addObjectSpawn(placed, mActor, actorCreatureStats->getActiveSpells().getEffectDuration(it->first));
float duration = actorCreatureStats->getActiveSpells().getEffectDuration(it->first, it->second);
objectList->addObjectSpawn(placed, mActor, duration);
objectList->sendObjectSpawn();
}

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