David Cernat
6baee12bc4
[Client] Don't print unilateral message about targets resisting spells
2021-07-25 19:49:23 +02:00
David Cernat
62f0237376
Add OpenMW commits up to 17 Jun 2021
2021-06-17 10:33:19 +02:00
fredzio
7d0483d7ad
Cast spell even if target Ptr is empty. It happens when enchanted arrows
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hit water or ground.
2021-06-11 05:55:37 +02:00
David Cernat
7690f3c90e
[Client] Don't apply spell effects unilaterally on DedicatedActors
2021-04-20 17:48:16 +02:00
David Cernat
e1259fdc41
Add OpenMW commits up to 4 Feb 2021
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# Conflicts:
# apps/openmw/engine.cpp
# apps/openmw/mwmechanics/npcstats.hpp
# apps/openmw/mwrender/globalmap.cpp
2021-02-05 02:16:03 +02:00
fredzio
1f4c85520f
Use convexSweepTest for projectile movement to solve any
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imprecision issue with projectile collision detection.
Simplify the mechanics: manage hits in one spot.
Give magic projectiles a collision shape similar in size to their visible
model.
Rename the 2 convex result callback to clearly state their purpose.
2021-01-21 20:36:33 +01:00
David Cernat
b1ce90076e
[Client] Don't apply spell effects unilaterally on DedicatedPlayers
2020-11-17 17:51:13 +02:00
Andrei Kortunov
0e971dccf0
Rework cure effects
2020-11-04 13:51:10 +04:00
Andrei Kortunov
c1d56d94c4
Do not remove active effects in loop (bug #3789 )
2020-11-02 17:51:36 +04:00
David Cernat
0eedf8fd9f
Add OpenMW commits up to 30 Sep 2020
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# Conflicts:
# apps/openmw/mwmechanics/aicombat.cpp
# apps/openmw/mwmechanics/character.cpp
# apps/openmw/mwmechanics/summoning.cpp
# components/CMakeLists.txt
2020-09-30 13:32:15 +02:00
Alexei Dobrohotov
f8389c6c37
Support enchantment absorption
2020-09-22 00:33:27 +03:00
Andrei Kortunov
67eace1028
Use struct instead of tuple
2020-08-29 11:24:08 +04:00
Andrei Kortunov
924f634bda
Support for multiple summons with same ID in the single spell
2020-08-28 21:14:54 +04:00
David Cernat
e5b1843089
Add OpenMW commits up to 11 Jun 2020
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# Conflicts:
# apps/openmw/mwbase/world.hpp
# apps/openmw/mwgui/jailscreen.cpp
# apps/openmw/mwmechanics/activespells.cpp
# apps/openmw/mwmechanics/aiactivate.cpp
# apps/openmw/mwmechanics/aiactivate.hpp
# apps/openmw/mwmechanics/creaturestats.cpp
# apps/openmw/mwscript/aiextensions.cpp
# apps/openmw/mwscript/statsextensions.cpp
# apps/openmw/mwworld/worldimp.cpp
# apps/openmw/mwworld/worldimp.hpp
2020-06-11 13:21:58 +03:00
David Cernat
36a2308acd
Add OpenMW commits up to 30 May 2020
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# Conflicts:
# CMakeLists.txt
# apps/openmw/mwbase/windowmanager.hpp
# apps/openmw/mwgui/windowmanagerimp.hpp
# apps/openmw/mwmechanics/actors.cpp
# apps/openmw/mwmechanics/actors.hpp
# apps/openmw/mwscript/interpretercontext.cpp
2020-06-09 17:50:26 +03:00
Capostrophic
d72152183f
Update spell effects during death animation ( #5403 )
2020-05-30 23:24:06 +03:00
Capostrophic
51c0806a31
Use AppliedOnce flag in more effect duration calculations ( #5425 )
2020-05-24 18:37:21 +03:00
Andrei Kortunov
b5833f3c59
Use real time to update spell effects instead of game timestamps (bug #5165 )
2020-05-16 11:00:28 +04:00
David Cernat
053a5a6258
Add OpenMW commits up to 9 May 2020
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# Conflicts:
# apps/openmw/mwmechanics/spellcasting.cpp
# apps/openmw/mwscript/aiextensions.cpp
2020-05-09 15:17:04 +03:00
Capostrophic
69cd53ef8a
Fix reflect
2020-04-27 14:06:50 +03:00
Capostrophic
e7f91ff341
Simplify some inflict() logic
2020-04-27 12:50:09 +03:00
Capostrophic
4c1c30db33
Address akortunov's concerns regarding spell refactoring
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Separate linked effect handling into linked effects header
Separate spell absorption handling into spell absorption header
Make armor disintegration loop a range-based for loop
2020-04-27 12:05:17 +03:00
Capostrophic
b1d857818d
Clean up CastSpell
2020-04-26 22:17:38 +03:00
Capostrophic
8d22e075e6
Separate functions that don't belong to CastSpell class
2020-04-26 22:17:38 +03:00
Capostrophic
db13984db0
Separate spell resistance
2020-04-26 21:13:59 +03:00
Capostrophic
5973285446
Move isSummoningEffect to summoning
2020-04-26 21:13:59 +03:00
Capostrophic
5535a7fb44
Move getSummonedCreature() to summoning
2020-04-26 18:58:33 +03:00
Capostrophic
a3cd3281fb
Use an array instead of a map in spellSchoolToSkill()
2020-04-26 16:21:05 +03:00
Capostrophic
4838cf7362
Clean up spellcasting
2020-04-26 00:42:40 +03:00
David Cernat
25a632c650
Add OpenMW commits up to 13 Apr 2020
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# Conflicts:
# CMakeLists.txt
# README.md
# apps/openmw/engine.cpp
# apps/openmw/mwclass/creaturelevlist.cpp
# apps/openmw/mwgui/quickkeysmenu.cpp
2020-04-13 19:53:42 +03:00
Capostrophic
f79e20379b
Make sure it's a crime to unlock owned doors
2020-04-12 01:56:03 +03:00
David Cernat
85fb1d1a0b
Add OpenMW commits up to 19 Feb 2020
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# Conflicts:
# apps/openmw/mwworld/scene.cpp
2020-02-20 01:51:47 +02:00
Capostrophic
122dffe4c1
Make uncapped Damage Fatigue optional (bug #5264 )
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Cap Absorb Fatigue
2020-02-09 14:41:38 +03:00
David Cernat
60b6f92fa3
Add OpenMW commits up to 13 Jan 2020
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# Conflicts:
# apps/openmw/mwmechanics/actors.cpp
2020-01-15 07:49:26 +02:00
capostrophic
af2ea477d5
Don't use loops to detect absorb effects
2020-01-09 22:17:01 +03:00
capostrophic
42cc27194b
Fix reported spellcasting discrepancies
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Make ExplodeSpell behavior closer to Cast behavior (#5242 )
Nullify on-self absorb spells in a different way (#5241 )
Allow casting permanent spells through Cast/ExplodeSpell
2020-01-09 22:17:01 +03:00
David Cernat
7815c8bdaf
[Client] Queue sending of Cast packet from CastSpell::cast()
2019-11-28 09:40:22 +02:00
David Cernat
5762a36fc2
Add OpenMW commits up to 7 Nov 2019
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# Conflicts:
# apps/openmw/mwmechanics/aifollow.hpp
2019-11-08 06:20:41 +02:00
Andrei Kortunov
6eb8e0cf4d
Display magic effects according to research page
2019-11-07 11:05:18 +04:00
David Cernat
bde9f7b817
Add OpenMW commits up to 20 Oct 2019
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# Conflicts:
# apps/openmw/mwgui/recharge.cpp
# apps/openmw/mwrender/globalmap.cpp
# apps/openmw/mwrender/globalmap.hpp
# apps/openmw/mwworld/inventorystore.cpp
2019-10-29 22:26:35 +02:00
Andrei Kortunov
dd781b3da2
Fix OnStrike bows charges (regression #5191 )
2019-10-20 10:21:47 +04:00
David Cernat
cc25612b8d
Add OpenMW commits up to 18 Sep 2019
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# Conflicts:
# apps/openmw/mwclass/container.cpp
# apps/openmw/mwclass/door.cpp
# apps/openmw/mwmechanics/security.cpp
# apps/openmw/mwmechanics/spellcasting.cpp
# apps/openmw/mwscript/miscextensions.cpp
2019-09-18 23:46:08 +03:00
Evil Eye
7c8b82f45c
move locking behaviour to cellref
2019-09-17 20:30:37 +02:00
David Cernat
ca67587b89
Add OpenMW commits up to 5 Sep 2019
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# Conflicts:
# apps/openmw/mwgui/container.cpp
# apps/openmw/mwmechanics/actors.cpp
# apps/openmw/mwworld/worldimp.hpp
2019-09-05 21:41:50 +03:00
Capostrophic
c89c14bb68
Rename objectOpened() to make its role more clear
2019-09-05 17:36:49 +03:00
Capostrophic
8317dc0709
Make sure failed pick/trap attempts are a crime (bug #5149 )
2019-09-05 17:29:49 +03:00
David Cernat
190c404b38
[Client] Calculate spell success in more appropriate place
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Previously, creatures with fast spellcasting animations would cast their spells before their success had actually been calculated, causing them to fail.
2019-09-02 23:50:56 +03:00
David Cernat
9350e1d484
[General] Split up Attack packets into Attack and Cast ones
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Create an entirely new PlayerCast packet for that purpose, but rename the already existing but unused ActorInteraction into ActorCast.
2019-08-25 09:35:23 +03:00
David Cernat
353e7d530a
Add OpenMW commits up to 18 Aug 2019
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# Conflicts:
# CMakeLists.txt
# apps/openmw/mwmechanics/character.cpp
# apps/openmw/mwmechanics/spellcasting.cpp
# apps/openmw/mwworld/worldimp.hpp
2019-08-22 22:44:00 +03:00
David Cernat
ed05125f6a
Add OpenMW commits up to 2 Aug 2019
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# Conflicts:
# apps/openmw/mwmechanics/combat.cpp
2019-08-22 15:38:15 +03:00