Use up-to-date magic effects for GetEffect (bug #3894)

pull/541/head
capostrophic 5 years ago
parent cad4ba0423
commit e7ec27e45d

@ -15,6 +15,7 @@
Bug #3765: DisableTeleporting makes Mark/Recall/Intervention effects undetectable
Bug #3778: [Mod] Improved Thrown Weapon Projectiles - weapons have wrong transformation during throw animation
Bug #3812: Wrong multiline tooltips width when word-wrapping is enabled
Bug #3894: Hostile spell effects not detected/present on first frame of OnPCHitMe
Bug #4202: Open .omwaddon files without needing toopen openmw-cs first
Bug #4240: Ash storm origin coordinates and hand shielding animation behavior are incorrect
Bug #4276: Resizing character window differs from vanilla

@ -443,7 +443,16 @@ namespace MWScript
if(key < 0 || key > 32767 || *end != '\0')
key = ESM::MagicEffect::effectStringToId(effect);
const MWMechanics::MagicEffects& effects = ptr.getClass().getCreatureStats(ptr).getMagicEffects();
const MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats(ptr);
MWMechanics::MagicEffects effects = stats.getSpells().getMagicEffects();
effects += stats.getActiveSpells().getMagicEffects();
if (ptr.getClass().isNpc())
{
MWWorld::InventoryStore& store = ptr.getClass().getInventoryStore(ptr);
effects += store.getMagicEffects();
}
for (MWMechanics::MagicEffects::Collection::const_iterator it = effects.begin(); it != effects.end(); ++it)
{
if (it->first.mId == key && it->second.getModifier() > 0)

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