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Don't apply area of effect for potions and improve range handling
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3 changed files with 7 additions and 1 deletions
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@ -180,6 +180,7 @@
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Bug #7993: Cannot load Bloodmoon without Tribunal
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Bug #7997: Can toggle perspective when paralyzed
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Bug #8002: Portable light sources held by creatures do not emit lighting
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Bug #8018: Potion effects should never explode and always apply on self
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Feature #1415: Infinite fall failsafe
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Feature #2566: Handle NAM9 records for manual cell references
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Feature #3537: Shader-based water ripples
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@ -52,6 +52,8 @@ namespace
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{
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for (const auto& enam : list.mList)
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{
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if (enam.mData.mRange != ESM::RT_Self)
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continue;
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ESM::ActiveEffect effect;
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effect.mEffectId = enam.mData.mEffectID;
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effect.mArg = MWMechanics::EffectKey(enam.mData).mArg;
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@ -379,7 +379,10 @@ namespace MWMechanics
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mFlags = static_cast<ESM::ActiveSpells::Flags>(
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ESM::ActiveSpells::Flag_Temporary | ESM::ActiveSpells::Flag_Stackable);
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inflict(mCaster, potion->mEffects, ESM::RT_Self);
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// Ignore range and don't apply area of effect
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inflict(mCaster, potion->mEffects, ESM::RT_Self, true);
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inflict(mCaster, potion->mEffects, ESM::RT_Touch, true);
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inflict(mCaster, potion->mEffects, ESM::RT_Target, true);
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return true;
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}
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