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[Client] Track actor IDs in ActiveSpells
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3 changed files with 48 additions and 0 deletions
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@ -517,4 +517,22 @@ namespace MWMechanics
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mSpellsChanged = true;
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}
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}
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/*
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Start of tes3mp addition
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Make it possible to set and get the actorId for these ActiveSpells
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*/
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int ActiveSpells::getActorId() const
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{
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return mActorId;
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}
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void ActiveSpells::setActorId(int actorId)
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{
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mActorId = actorId;
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}
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/*
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End of tes3mp addition
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*/
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}
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@ -51,6 +51,16 @@ namespace MWMechanics
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mutable MagicEffects mEffects;
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mutable bool mSpellsChanged;
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/*
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Start of tes3mp addition
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Track the actorId corresponding to these ActiveSpells
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*/
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int mActorId;
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/*
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End of tes3mp addition
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*/
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void rebuildEffects() const;
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/// Add any effects that are in "from" and not in "addTo" to "addTo"
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@ -146,6 +156,17 @@ namespace MWMechanics
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void visitEffectSources (MWMechanics::EffectSourceVisitor& visitor) const;
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/*
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Start of tes3mp addition
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Make it possible to set and get the actorId for these ActiveSpells
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*/
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int getActorId() const;
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void setActorId(int actorId);
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/*
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End of tes3mp addition
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*/
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};
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}
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@ -128,6 +128,15 @@ namespace MWMechanics
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ActiveSpells &CreatureStats::getActiveSpells()
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{
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/*
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Start of tes3mp addition
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Set the actorId associated with these ActiveSpells so it can be used inside them
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*/
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mActiveSpells.setActorId(getActorId());
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/*
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End of tes3mp addition
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*/
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return mActiveSpells;
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}
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