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Fix for loading projectile speed
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1 changed files with 4 additions and 0 deletions
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@ -486,6 +486,10 @@ namespace MWWorld
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state.mActorId = esm.mActorId;
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state.mActorId = esm.mActorId;
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state.mStack = esm.mStack;
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state.mStack = esm.mStack;
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state.mEffects = getMagicBoltData(state.mIdMagic, state.mSoundIds, state.mSpeed, esm.mEffects);
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state.mEffects = getMagicBoltData(state.mIdMagic, state.mSoundIds, state.mSpeed, esm.mEffects);
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state.mSpeed = esm.mSpeed; // speed is derived from non-projectile effects as well as
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// projectile effects, so we can't calculate it from the save
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// file's effect list, which is already trimmed of non-projectile
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// effects. We need to use the stored value.
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std::string model;
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std::string model;
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try
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try
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