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26 commits

Author SHA1 Message Date
MiroslavR
c8b61cb234 Cache magic effects in MWMechanics::Spells 2016-07-02 12:50:00 +02:00
MiroslavR
54f52f7bae Implement effect removal for abilities (Fixes #3455) 2016-07-01 18:50:28 +02:00
Tobias Kortkamp
0659687bfb Some fixes for building on FreeBSD 2016-01-25 14:13:16 +01:00
scrawl
783594033a Optimize MWMechanics::Spells
Use pointers as map keys instead of string IDs. Resolves a nasty performance bottleneck on functions like hasCommonDisease() that previously had to look up all contained spells from the ESM store on every call. hasCommonDisease() is called hundreds of times per frame by the AI target update since it's used to calculate target disposition.

The total cost of hasCommonDisease() was 2.7% of the frame loop, now it's negligible.
2015-11-27 01:07:15 +01:00
scrawl
9d86e5b028 GetSpellEffects returns true for active abilities (Fixes #2530) 2015-05-11 16:38:16 +02:00
scrawl
88a2e4c043 Graceful error handling for missing spells/factions (Fixes #1825, Bug #2176, Bug #2203) 2014-12-14 02:38:27 +01:00
Jordan Ayers
da9d858201 Add 'const' to a spell helper function. 2014-09-29 20:59:10 -05:00
MiroslavR
85aa237baf Implement removal of corprus spells 2014-08-22 03:34:31 +02:00
MiroslavR
2cbe17ca0a Make Spells::mCorprusSpells private 2014-08-20 12:40:38 +02:00
MiroslavR
96e7ff666d Implement saving/loading of corprus stats, remove redundant code 2014-08-19 03:17:31 +02:00
MiroslavR
3722c7adc3 Initial work on implementing corprus worsening effect 2014-08-18 15:33:12 +02:00
scrawl
6cc691115b Savegame: store most of CreatureStats 2014-05-12 21:37:36 +02:00
Marc Zinnschlag
367919200f moved CellRefList into a separate file 2014-02-23 20:11:05 +01:00
scrawl
525ce2f042 Some cleanup - move definitions to implementation file 2014-01-18 10:52:16 +01:00
scrawl
c548dcee13 Quick keys menu: make sure selected spell still exists 2014-01-17 15:20:22 +01:00
scrawl
0dc2e829dd Lots of cleanup. Implemented Absorb and Resist. Implemented several instant effects. Added hand VFX. 2013-11-17 23:31:08 +01:00
scrawl
c73217627e Move code for listing effect sources to the spell management classes 2013-11-15 20:29:47 +01:00
scrawl
ff7e4174f9 Fix some leftover code that still calculated random magnitude per spell rather than per effect. Major cleanup of InventoryStore: Magic effects are now updated when needed, rather than cached. Also allows to get rid of 'mutable' hacks and non-const method that should be const. Play sounds and particles when equipping a permanent enchantment item. 2013-11-13 18:51:28 +01:00
scrawl
a6e2f43b75 Stop continuous VFX when the effect is no longer active. 2013-11-13 15:44:43 +01:00
Marc Zinnschlag
654cd3ab9b Issue #479: Use magnitude specified when adding disease 2013-01-13 14:52:55 +01:00
Marc Zinnschlag
f4ee8e2642 Issue #479: Added additional magnitude parameter to known spells 2013-01-12 13:10:20 +01:00
Marc Zinnschlag
be1334b202 disease tests 2012-11-09 18:16:29 +01:00
Marc Zinnschlag
35f478071e Issue #255: deleted the old environment class and using the new one instead 2012-04-23 15:27:03 +02:00
Marc Zinnschlag
52c7ee3b6a moved selected spell from NpcStats to Spells 2012-04-13 10:49:45 +02:00
Marc Zinnschlag
77065390d7 simplifying Spells class 2012-04-11 19:40:42 +02:00
Marc Zinnschlag
750d79eaf0 added spell container class 2012-04-11 19:03:06 +02:00