[Client] Make potion effects work with SpellsActive packets

pull/593/head
David Cernat 4 years ago
parent 7a6dfc61ec
commit 8c7b07b9c8

@ -365,15 +365,8 @@ void DedicatedActor::addSpellsActive()
for (const auto& activeSpell : spellsActiveChanges.activeSpells)
{
// Only add spells that are ensured to exist
if (MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().search(activeSpell.id))
{
activeSpells.addSpell(activeSpell.id, false, activeSpell.params.mEffects, activeSpell.params.mDisplayName, 1);
}
else
{
LOG_APPEND(TimedLog::LOG_INFO, "- Ignored addition of invalid spell %s", activeSpell.id.c_str());
}
// Don't do a check for a spell's existence, because active effects from potions need to be applied here too
activeSpells.addSpell(activeSpell.id, false, activeSpell.params.mEffects, activeSpell.params.mDisplayName, 1);
}
reloadPtr();

@ -718,13 +718,8 @@ void LocalPlayer::addSpellsActive()
for (const auto& activeSpell : spellsActiveChanges.activeSpells)
{
// Only add spells that are ensured to exist
if (MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().search(activeSpell.id))
{
activeSpells.addSpell(activeSpell.id, false, activeSpell.params.mEffects, activeSpell.params.mDisplayName, 1);
}
else
LOG_APPEND(TimedLog::LOG_INFO, "- Ignored addition of invalid spell %s", activeSpell.id.c_str());
// Don't do a check for a spell's existence, because active effects from potions need to be applied here too
activeSpells.addSpell(activeSpell.id, false, activeSpell.params.mEffects, activeSpell.params.mDisplayName, 1);
}
}

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