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[Client] Prevent unilateral paralysis of dedicated players & actors
This is a temporary workaround until active effect synchronization is implemented.
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1 changed files with 16 additions and 0 deletions
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@ -1371,6 +1371,22 @@ namespace MWMechanics
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case ESM::MagicEffect::RemoveCurse:
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case ESM::MagicEffect::RemoveCurse:
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actor.getClass().getCreatureStats(actor).getSpells().purgeCurses();
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actor.getClass().getCreatureStats(actor).getSpells().purgeCurses();
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break;
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break;
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/*
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Start of tes3mp addition
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Don't apply paralysis to DedicatedPlayers and DedicatedActors unilterally on this client
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*/
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case ESM::MagicEffect::Paralyze:
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{
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if (mwmp::PlayerList::isDedicatedPlayer(actor) || mwmp::Main::get().getCellController()->isDedicatedActor(actor))
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{
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actor.getClass().getCreatureStats(actor).getActiveSpells().purgeEffect(ESM::MagicEffect::Paralyze);
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break;
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}
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}
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/*
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End of tes3mp addition
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*/
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default:
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default:
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return false;
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return false;
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}
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}
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