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@ -845,36 +845,46 @@ namespace MWMechanics
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{
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if(!paused)
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{
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// Update actors from previous frame
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// Reset data from previous frame
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for (PtrControllerMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter)
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{
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// Reset last hit object, which is only valid for one frame
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// Note, the new hit object for this frame may be set by CharacterController::update -> Animation::runAnimation
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// (below)
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iter->first.getClass().getCreatureStats(iter->first).setLastHitObject(std::string());
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}
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// AI and magic effects update
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// AI and magic effects update
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for(PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();++iter)
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{
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if (!iter->first.getClass().getCreatureStats(iter->first).isDead())
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{
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updateActor(iter->first, duration);
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if(iter->first.getTypeName() == typeid(ESM::NPC).name())
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updateNpc(iter->first, duration, paused);
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}
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}
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// Looping magic VFX update
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// Note: we need to do this before any of the animations are updated.
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// Reaching the text keys may trigger Hit / Spellcast (and as such, particles),
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// so updating VFX immediately after that would just remove the particle effects instantly.
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// There needs to be a magic effect update in between.
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// Looping magic VFX update
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// Note: we need to do this before any of the animations are updated.
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// Reaching the text keys may trigger Hit / Spellcast (and as such, particles),
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// so updating VFX immediately after that would just remove the particle effects instantly.
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// There needs to be a magic effect update in between.
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for(PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();++iter)
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iter->second->updateContinuousVfx();
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// Animation/movement update
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// Animation/movement update
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for(PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();++iter)
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{
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if (iter->first.getClass().getCreatureStats(iter->first).getMagicEffects().get(
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ESM::MagicEffect::Paralyze).mMagnitude > 0)
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iter->second->skipAnim();
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iter->second->update(duration);
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}
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// Kill dead actors
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// Kill dead actors
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for(PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();iter++)
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{
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const MWWorld::Class &cls = MWWorld::Class::get(iter->first);
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CreatureStats &stats = cls.getCreatureStats(iter->first);
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@ -902,8 +912,13 @@ namespace MWMechanics
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continue;
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}
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MWMechanics::ActiveSpells& spells = iter->first.getClass().getCreatureStats(iter->first).getActiveSpells();
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spells.purge(iter->first.getRefData().getHandle());
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// Make sure spell effects with CasterLinked flag are removed
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// TODO: would be nice not to do this all the time...
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for(PtrControllerMap::iterator iter2(mActors.begin());iter2 != mActors.end();++iter2)
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{
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MWMechanics::ActiveSpells& spells = iter2->first.getClass().getCreatureStats(iter2->first).getActiveSpells();
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spells.purge(iter->first.getRefData().getHandle());
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}
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// FIXME: see http://bugs.openmw.org/issues/869
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MWBase::Environment::get().getWorld()->enableActorCollision(iter->first, false);
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