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[Client] Disable clientside handling of summoned creature graveyards
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2 changed files with 22 additions and 0 deletions
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@ -2109,6 +2109,13 @@ namespace MWMechanics
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cleanupSummonedCreature(stats, creature.second);
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creatureMap.clear();
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}
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/*
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Start of tes3mp change (major)
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Don't use a clientside creature graveyard in multiplayer and expect the server
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to handle summon deletions instead
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*/
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/*
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else if (creatureActorId != -1)
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{
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// We didn't find the creature. It's probably in an inactive cell.
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@ -2116,6 +2123,10 @@ namespace MWMechanics
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std::vector<int>& graveyard = casterStats.getSummonedCreatureGraveyard();
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graveyard.push_back(creatureActorId);
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}
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*/
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/*
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End of tes3mp change (major)
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*/
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purgeSpellEffects(creatureActorId);
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}
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@ -148,11 +148,22 @@ namespace MWMechanics
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++it;
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}
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/*
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Start of tes3mp change (major)
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Don't use a clientside creature graveyard in multiplayer and expect the server
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to handle summon deletions instead
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*/
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/*
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std::vector<int> graveyard = creatureStats.getSummonedCreatureGraveyard();
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creatureStats.getSummonedCreatureGraveyard().clear();
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for (const int creature : graveyard)
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MWBase::Environment::get().getMechanicsManager()->cleanupSummonedCreature(mActor, creature);
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*/
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/*
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End of tes3mp change (major)
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*/
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if (!cleanup)
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return;
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