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[Server] Add stackingState arg to script functions adding active spells
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parent
06451c13d5
commit
7193d1dca5
4 changed files with 8 additions and 4 deletions
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@ -489,10 +489,11 @@ void ActorFunctions::UnequipActorItem(unsigned short slot) noexcept
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ActorFunctions::EquipActorItem(slot, "", 0, -1, -1);
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}
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void ActorFunctions::AddActorSpellActive(const char* spellId, const char* displayName) noexcept
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void ActorFunctions::AddActorSpellActive(const char* spellId, const char* displayName, bool stackingState) noexcept
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{
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mwmp::ActiveSpell spell;
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spell.id = spellId;
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spell.isStackingSpell = stackingState;
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spell.params.mDisplayName = displayName;
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spell.params.mEffects = storedActorActiveEffects;
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@ -879,9 +879,10 @@ public:
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*
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* \param spellId The spellId of the spell.
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* \param displayName The displayName of the spell.
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* \param stackingState Whether the spell should stack with other instances of itself.
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* \return void
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*/
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static void AddActorSpellActive(const char* spellId, const char* displayName) noexcept;
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static void AddActorSpellActive(const char* spellId, const char* displayName, bool stackingState) noexcept;
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/**
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* \brief Add a new effect to the next active spell that will be added to the temporary actor
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@ -101,13 +101,14 @@ void SpellFunctions::AddSpell(unsigned short pid, const char* spellId) noexcept
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player->spellbookChanges.spells.push_back(spell);
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}
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void SpellFunctions::AddSpellActive(unsigned short pid, const char* spellId, const char* displayName) noexcept
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void SpellFunctions::AddSpellActive(unsigned short pid, const char* spellId, const char* displayName, bool stackingState) noexcept
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{
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Player* player;
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GET_PLAYER(pid, player, );
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mwmp::ActiveSpell spell;
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spell.id = spellId;
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spell.isStackingSpell = stackingState;
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spell.params.mDisplayName = displayName;
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spell.params.mEffects = storedActiveEffects;
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@ -155,9 +155,10 @@ public:
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* \param pid The player ID whose spells active changes should be used.
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* \param spellId The spellId of the spell.
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* \param displayName The displayName of the spell.
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* \param stackingState Whether the spell should stack with other instances of itself.
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* \return void
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*/
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static void AddSpellActive(unsigned short pid, const char* spellId, const char* displayName) noexcept;
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static void AddSpellActive(unsigned short pid, const char* spellId, const char* displayName, bool stackingState) noexcept;
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/**
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* \brief Add a new effect to the next active spell that will be added to a player.
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