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Don't applyInstantEffect when magnitude is zero
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1 changed files with 5 additions and 2 deletions
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@ -494,10 +494,13 @@ namespace MWMechanics
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effectTick(creatureStats, ptr, it->first, it->second.getMagnitude() * duration);
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effectTick(creatureStats, ptr, it->first, it->second.getMagnitude() * duration);
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// instant effects are already applied on spell impact in spellcasting.cpp, but may also come from permanent abilities
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// instant effects are already applied on spell impact in spellcasting.cpp, but may also come from permanent abilities
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if (it->second.getMagnitude() > 0)
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{
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CastSpell cast(ptr, ptr);
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CastSpell cast(ptr, ptr);
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cast.applyInstantEffect(ptr, ptr, it->first, it->second.getMagnitude());
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cast.applyInstantEffect(ptr, ptr, it->first, it->second.getMagnitude());
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}
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}
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}
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}
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}
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// attributes
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// attributes
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for(int i = 0;i < ESM::Attribute::Length;++i)
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for(int i = 0;i < ESM::Attribute::Length;++i)
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