Fix bolt for magic effects that don't have one specified

actorid
scrawl 11 years ago
parent b82ee4b44f
commit ffc885853a

@ -1066,6 +1066,7 @@ void Animation::addEffect(const std::string &model, int effectId, bool loop, con
for(size_t i = 0;i < params.mObjects.mParticles.size(); ++i)
{
Ogre::ParticleSystem* partSys = params.mObjects.mParticles[i];
sh::Factory::getInstance()._ensureMaterial(partSys->getMaterialName(), "Default");
Ogre::MaterialPtr mat = Ogre::MaterialManager::getSingleton().getByName(partSys->getMaterialName());
static int count = 0;
Ogre::String materialName = "openmw/" + Ogre::StringConverter::toString(count++);

@ -2086,6 +2086,8 @@ namespace MWWorld
iter->mEffectID);
projectileModel = magicEffect->mBolt;
if (projectileModel.empty())
projectileModel = "VFX_DefaultBolt";
static const std::string schools[] = {
"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"

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