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Crash fix when item is disabled before it casts spell.
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1 changed files with 2 additions and 2 deletions
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@ -913,7 +913,7 @@ namespace MWMechanics
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MWRender::Animation* animation = MWBase::Environment::get().getWorld()->getAnimation(mCaster);
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if (mCaster.getClass().isActor()) // TODO: Non-actors should also create a spell cast vfx
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if (animation && mCaster.getClass().isActor()) // TODO: Non-actors should also create a spell cast vfx even if they are disabled (animation == NULL)
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{
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const ESM::Static* castStatic;
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@ -927,7 +927,7 @@ namespace MWMechanics
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animation->addEffect("meshes\\" + castStatic->mModel, effect->mIndex, false, "", texture);
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}
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if (!mCaster.getClass().isActor())
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if (animation && !mCaster.getClass().isActor())
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animation->addSpellCastGlow(effect);
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static const std::string schools[] = {
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