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Apply effects during rest before fast-forwarding spells state

This commit is contained in:
Andrei Kortunov 2020-09-01 19:36:59 +04:00
parent 53e581fe10
commit 787ca06d55

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