Play all sfx and use particle textures for permanent enchantments

pull/59/head^2
Allofich 8 years ago
parent 527bbd5243
commit dc8ff5e49b

@ -994,7 +994,7 @@ void NpcAnimation::permanentEffectAdded(const ESM::MagicEffect *magicEffect, boo
bool loop = (magicEffect->mData.mFlags & ESM::MagicEffect::ContinuousVfx) != 0;
// Don't play particle VFX unless the effect is new or it should be looping.
if (isNew || loop)
addEffect("meshes\\" + castStatic->mModel, magicEffect->mIndex, loop, "");
addEffect("meshes\\" + castStatic->mModel, magicEffect->mIndex, loop, "", magicEffect->mParticle);
}
}

@ -415,7 +415,7 @@ void MWWorld::InventoryStore::updateMagicEffects(const Ptr& actor)
// Basically we don't want sounds when the actor is first loaded,
// the items should appear as if they'd always been equipped.
mListener->permanentEffectAdded(magicEffect, !mFirstAutoEquip,
!mFirstAutoEquip && effectIt == enchantment.mEffects.mList.begin());
!mFirstAutoEquip);
}
if (magnitude)

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