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[Client] Make potion effects work with SpellsActive packets
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2 changed files with 4 additions and 16 deletions
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@ -365,15 +365,8 @@ void DedicatedActor::addSpellsActive()
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for (const auto& activeSpell : spellsActiveChanges.activeSpells)
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{
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// Only add spells that are ensured to exist
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if (MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().search(activeSpell.id))
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{
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activeSpells.addSpell(activeSpell.id, false, activeSpell.params.mEffects, activeSpell.params.mDisplayName, 1);
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}
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else
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{
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LOG_APPEND(TimedLog::LOG_INFO, "- Ignored addition of invalid spell %s", activeSpell.id.c_str());
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}
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// Don't do a check for a spell's existence, because active effects from potions need to be applied here too
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activeSpells.addSpell(activeSpell.id, false, activeSpell.params.mEffects, activeSpell.params.mDisplayName, 1);
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}
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reloadPtr();
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@ -718,13 +718,8 @@ void LocalPlayer::addSpellsActive()
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for (const auto& activeSpell : spellsActiveChanges.activeSpells)
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{
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// Only add spells that are ensured to exist
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if (MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().search(activeSpell.id))
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{
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activeSpells.addSpell(activeSpell.id, false, activeSpell.params.mEffects, activeSpell.params.mDisplayName, 1);
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}
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else
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LOG_APPEND(TimedLog::LOG_INFO, "- Ignored addition of invalid spell %s", activeSpell.id.c_str());
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// Don't do a check for a spell's existence, because active effects from potions need to be applied here too
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activeSpells.addSpell(activeSpell.id, false, activeSpell.params.mEffects, activeSpell.params.mDisplayName, 1);
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}
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}
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