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Allow multiple spell hit sounds on single target
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1 changed files with 8 additions and 14 deletions
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@ -356,7 +356,6 @@ namespace MWMechanics
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ESM::EffectList reflectedEffects;
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std::vector<ActiveSpells::ActiveEffect> appliedLastingEffects;
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bool firstAppliedEffect = true;
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bool anyHarmfulEffect = false;
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// HACK: cache target's magic effects here, and add any applied effects to it. Use the cached effects for determining resistance.
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@ -545,20 +544,15 @@ namespace MWMechanics
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if (target.getClass().isActor() || magicEffect->mData.mFlags & ESM::MagicEffect::NoDuration)
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{
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// Play sound, only for the first effect
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if (firstAppliedEffect)
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{
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static const std::string schools[] = {
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"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
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};
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static const std::string schools[] = {
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"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
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};
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MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
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if(!magicEffect->mHitSound.empty())
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sndMgr->playSound3D(target, magicEffect->mHitSound, 1.0f, 1.0f);
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else
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sndMgr->playSound3D(target, schools[magicEffect->mData.mSchool]+" hit", 1.0f, 1.0f);
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firstAppliedEffect = false;
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}
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MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
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if(!magicEffect->mHitSound.empty())
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sndMgr->playSound3D(target, magicEffect->mHitSound, 1.0f, 1.0f);
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else
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sndMgr->playSound3D(target, schools[magicEffect->mData.mSchool]+" hit", 1.0f, 1.0f);
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// Add VFX
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const ESM::Static* castStatic;
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