[Client] Make potion effects work with SpellsActive packets, part 2

pull/593/head
David Cernat 4 years ago
parent 5a852fe6db
commit da16c211a4

@ -490,13 +490,8 @@ void DedicatedPlayer::addSpellsActive()
for (const auto& activeSpell : spellsActiveChanges.activeSpells) for (const auto& activeSpell : spellsActiveChanges.activeSpells)
{ {
// Only add spells that are ensured to exist // Don't do a check for a spell's existence, because active effects from potions need to be applied here too
if (MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().search(activeSpell.id)) activeSpells.addSpell(activeSpell.id, activeSpell.shouldStack, activeSpell.params.mEffects, activeSpell.params.mDisplayName, 1);
{
activeSpells.addSpell(activeSpell.id, false, activeSpell.params.mEffects, activeSpell.params.mDisplayName, 1);
}
else
LOG_APPEND(TimedLog::LOG_INFO, "- Ignored addition of invalid spell %s", activeSpell.id.c_str());
} }
} }

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