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Apply instant FX in AddSpell immediately (bug #5055)
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@ -105,6 +105,7 @@
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Bug #5038: Enchanting success chance calculations are blatantly wrong
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Bug #5047: # in cell names sets color
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Bug #5050: Invalid spell effects are not handled gracefully
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Bug #5055: Mark, Recall, Intervention magic effect abilities have no effect when added and removed in the same frame
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Bug #5056: Calling Cast function on player doesn't equip the spell but casts it
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Bug #5060: Magic effect visuals stop when death animation begins instead of when it ends
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Bug #5063: Shape named "Tri Shadow" in creature mesh is visible if it isn't hidden
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@ -25,6 +25,7 @@
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#include "../mwmechanics/creaturestats.hpp"
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#include "../mwmechanics/npcstats.hpp"
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#include "../mwmechanics/actorutil.hpp"
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#include "../mwmechanics/spellcasting.hpp"
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#include "ref.hpp"
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@ -464,6 +465,16 @@ namespace MWScript
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{
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// Apply looping particles immediately for constant effects
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MWBase::Environment::get().getWorld()->applyLoopingParticles(ptr);
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// The spell may have an instant effect which must be handled immediately.
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for (const auto& effect : creatureStats.getSpells().getMagicEffects())
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{
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if (effect.second.getMagnitude() <= 0)
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continue;
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MWMechanics::CastSpell cast(ptr, ptr);
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if (cast.applyInstantEffect(ptr, ptr, effect.first, effect.second.getMagnitude()))
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creatureStats.getSpells().purgeEffect(effect.first.mId);
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}
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}
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}
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};
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