mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-07-13 06:21:42 +00:00
[Client] Reload DedicatedActor ptrs when setting their active spells
This makes the spells' visual effects appear correctly.
This commit is contained in:
parent
1eeee29d51
commit
e00ee1425a
2 changed files with 12 additions and 0 deletions
|
@ -371,8 +371,12 @@ void DedicatedActor::addSpellsActive()
|
|||
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());
|
||||
}
|
||||
}
|
||||
|
||||
reloadPtr();
|
||||
}
|
||||
|
||||
void DedicatedActor::removeSpellsActive()
|
||||
|
@ -410,3 +414,10 @@ void DedicatedActor::setPtr(const MWWorld::Ptr& newPtr)
|
|||
position = ptr.getRefData().getPosition();
|
||||
drawState = ptr.getClass().getCreatureStats(ptr).getDrawState();
|
||||
}
|
||||
|
||||
void DedicatedActor::reloadPtr()
|
||||
{
|
||||
MWBase::World* world = MWBase::Environment::get().getWorld();
|
||||
world->disable(ptr);
|
||||
world->enable(ptr);
|
||||
}
|
||||
|
|
|
@ -35,6 +35,7 @@ namespace mwmp
|
|||
|
||||
MWWorld::Ptr getPtr();
|
||||
void setPtr(const MWWorld::Ptr& newPtr);
|
||||
void reloadPtr();
|
||||
|
||||
private:
|
||||
MWWorld::Ptr ptr;
|
||||
|
|
Loading…
Reference in a new issue