[Client] Prevent unilateral paralysis of dedicated players & actors

This is a temporary workaround until active effect synchronization is implemented.
pull/473/head
David Cernat 6 years ago
parent 33a0886790
commit 7281f9fc42

@ -1371,6 +1371,22 @@ namespace MWMechanics
case ESM::MagicEffect::RemoveCurse:
actor.getClass().getCreatureStats(actor).getSpells().purgeCurses();
break;
/*
Start of tes3mp addition
Don't apply paralysis to DedicatedPlayers and DedicatedActors unilterally on this client
*/
case ESM::MagicEffect::Paralyze:
{
if (mwmp::PlayerList::isDedicatedPlayer(actor) || mwmp::Main::get().getCellController()->isDedicatedActor(actor))
{
actor.getClass().getCreatureStats(actor).getActiveSpells().purgeEffect(ESM::MagicEffect::Paralyze);
break;
}
}
/*
End of tes3mp addition
*/
default:
return false;
}

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