Apply effects during rest before fast-forwarding spells state

pull/593/head
Andrei Kortunov 4 years ago
parent 53e581fe10
commit 787ca06d55

@ -2053,10 +2053,11 @@ namespace MWMechanics
for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter)
{
iter->first.getClass().getCreatureStats(iter->first).getActiveSpells().update(duration);
if (iter->first.getClass().getCreatureStats(iter->first).isDead())
{
iter->first.getClass().getCreatureStats(iter->first).getActiveSpells().update(duration);
continue;
}
if (!sleep || iter->first == player)
restoreDynamicStats(iter->first, hours, sleep);
@ -2073,13 +2074,14 @@ namespace MWMechanics
if (iter->first.getClass().isNpc())
calculateNpcStatModifiers(iter->first, duration);
iter->first.getClass().getCreatureStats(iter->first).getActiveSpells().update(duration);
MWRender::Animation* animation = MWBase::Environment::get().getWorld()->getAnimation(iter->first);
if (animation)
{
animation->removeEffects();
MWBase::Environment::get().getWorld()->applyLoopingParticles(iter->first);
}
}
fastForwardAi();

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