Correct cast style behavior when there's no object (bug #5075)

pull/2436/head
Capostrophic 5 years ago
parent 1de0d1712a
commit cbb22f0f63

@ -105,6 +105,7 @@
Bug #5060: Magic effect visuals stop when death animation begins instead of when it ends
Bug #5063: Shape named "Tri Shadow" in creature mesh is visible if it isn't hidden
Bug #5069: Blocking creatures' attacks doesn't degrade shields
Bug #5075: Enchanting cast style can be changed if there's no object
Feature #1774: Handle AvoidNode
Feature #2229: Improve pathfinding AI
Feature #3025: Analogue gamepad movement controls

@ -102,10 +102,7 @@ namespace MWMechanics
void Enchanting::nextCastStyle()
{
if (itemEmpty())
{
mCastStyle = ESM::Enchantment::WhenUsed;
return;
}
const bool powerfulSoul = getGemCharge() >= \
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find ("iSoulAmountForConstantEffect")->mValue.getInteger();
@ -267,6 +264,8 @@ namespace MWMechanics
void Enchanting::setEnchanter(const MWWorld::Ptr& enchanter)
{
mEnchanter = enchanter;
// Reset cast style
mCastStyle = ESM::Enchantment::CastOnce;
}
int Enchanting::getEnchantChance() const

Loading…
Cancel
Save