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Use average speed for multiple spell projectiles
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parent
f1a18027f2
commit
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1 changed files with 19 additions and 5 deletions
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@ -286,9 +286,26 @@ namespace MWMechanics
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/// If \a model is empty, the spell has no ranged effects and should not spawn a projectile.
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void CastSpell::getProjectileInfoAndLaunch (const ESM::EffectList& effects)
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{
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// All projectiles should use the same speed. From observations in the
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// original engine, this seems to be the average of the constituent effects.
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// First we get this average speed.
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float speed = 0;
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int count = 0;
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for (std::vector<ESM::ENAMstruct>::const_iterator iter (effects.mList.begin());
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iter!=effects.mList.end(); ++iter)
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{
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const ESM::MagicEffect *magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find (
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iter->mEffectID);
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speed += magicEffect->mData.mSpeed;
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count++;
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}
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if (count != 0)
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speed /= count;
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std::string model;
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std::string sound;
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float speed = 0;
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osg::Vec3f fallbackDirection (0,1,0);
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for (std::vector<ESM::ENAMstruct>::const_iterator iter (effects.mList.begin());
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iter!=effects.mList.end(); ++iter)
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@ -311,8 +328,6 @@ namespace MWMechanics
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else
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sound = schools[magicEffect->mData.mSchool] + " bolt";
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speed = magicEffect->mData.mSpeed;
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// Fall back to a "caster to target" direction if we have no other means of determining it
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// (e.g. when cast by a non-actor)
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if (!mTarget.isEmpty())
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@ -320,8 +335,7 @@ namespace MWMechanics
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osg::Vec3f(mTarget.getRefData().getPosition().asVec3())-
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osg::Vec3f(mCaster.getRefData().getPosition().asVec3());
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if (!model.empty())
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MWBase::Environment::get().getWorld()->launchMagicBolt(model, sound, mId, speed,
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MWBase::Environment::get().getWorld()->launchMagicBolt(model, sound, mId, speed,
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false, effects, mCaster, mSourceName, fallbackDirection);
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}
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}
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