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Do not use a PartHolder for spell effect node

This commit is contained in:
Andrei Kortunov 2018-09-30 11:12:28 +04:00
parent 632045e145
commit 3896a2eba6
2 changed files with 2 additions and 4 deletions

View file

@ -624,8 +624,8 @@ namespace MWRender
} }
else else
{ {
// Remove effect immediately // Hide effect immediately
mParams.mObjects.reset(); node->setNodeMask(0);
mFinished = true; mFinished = true;
} }
} }
@ -1686,7 +1686,6 @@ namespace MWRender
params.mLoop = loop; params.mLoop = loop;
params.mEffectId = effectId; params.mEffectId = effectId;
params.mBoneName = bonename; params.mBoneName = bonename;
params.mObjects = PartHolderPtr(new PartHolder(node));
params.mAnimTime = std::shared_ptr<EffectAnimationTime>(new EffectAnimationTime); params.mAnimTime = std::shared_ptr<EffectAnimationTime>(new EffectAnimationTime);
trans->addUpdateCallback(new UpdateVfxCallback(params)); trans->addUpdateCallback(new UpdateVfxCallback(params));

View file

@ -74,7 +74,6 @@ typedef std::shared_ptr<PartHolder> PartHolderPtr;
struct EffectParams struct EffectParams
{ {
std::string mModelName; // Just here so we don't add the same effect twice std::string mModelName; // Just here so we don't add the same effect twice
PartHolderPtr mObjects;
std::shared_ptr<EffectAnimationTime> mAnimTime; std::shared_ptr<EffectAnimationTime> mAnimTime;
float mMaxControllerLength; float mMaxControllerLength;
int mEffectId; int mEffectId;