diff --git a/apps/openmw/mwmechanics/spellcasting.cpp b/apps/openmw/mwmechanics/spellcasting.cpp index cdf8a2a67..b228f6dcd 100644 --- a/apps/openmw/mwmechanics/spellcasting.cpp +++ b/apps/openmw/mwmechanics/spellcasting.cpp @@ -356,7 +356,6 @@ namespace MWMechanics ESM::EffectList reflectedEffects; std::vector appliedLastingEffects; - bool firstAppliedEffect = true; bool anyHarmfulEffect = false; // HACK: cache target's magic effects here, and add any applied effects to it. Use the cached effects for determining resistance. @@ -545,20 +544,15 @@ namespace MWMechanics if (target.getClass().isActor() || magicEffect->mData.mFlags & ESM::MagicEffect::NoDuration) { - // Play sound, only for the first effect - if (firstAppliedEffect) - { - static const std::string schools[] = { - "alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration" - }; - - MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager(); - if(!magicEffect->mHitSound.empty()) - sndMgr->playSound3D(target, magicEffect->mHitSound, 1.0f, 1.0f); - else - sndMgr->playSound3D(target, schools[magicEffect->mData.mSchool]+" hit", 1.0f, 1.0f); - firstAppliedEffect = false; - } + static const std::string schools[] = { + "alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration" + }; + + MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager(); + if(!magicEffect->mHitSound.empty()) + sndMgr->playSound3D(target, magicEffect->mHitSound, 1.0f, 1.0f); + else + sndMgr->playSound3D(target, schools[magicEffect->mData.mSchool]+" hit", 1.0f, 1.0f); // Add VFX const ESM::Static* castStatic;