Update spell effects during death animation (#5403)

pull/2884/head
Capostrophic 5 years ago
parent d3b3b74945
commit d72152183f

@ -15,6 +15,7 @@
Bug #5370: Opening an unlocked but trapped door uses the key Bug #5370: Opening an unlocked but trapped door uses the key
Bug #5397: NPC greeting does not reset if you leave + reenter area Bug #5397: NPC greeting does not reset if you leave + reenter area
Bug #5400: Editor: Verifier checks race of non-skin bodyparts Bug #5400: Editor: Verifier checks race of non-skin bodyparts
Bug #5403: Enchantment effect doesn't show on an enemy during death animation
Bug #5415: Environment maps in ebony cuirass and HiRez Armors Indoril cuirass don't work Bug #5415: Environment maps in ebony cuirass and HiRez Armors Indoril cuirass don't work
Bug #5416: Junk non-node records before the root node are not handled gracefully Bug #5416: Junk non-node records before the root node are not handled gracefully
Bug #5424: Creatures do not headtrack player Bug #5424: Creatures do not headtrack player

@ -1623,9 +1623,14 @@ namespace MWMechanics
iter->first.getClass().getCreatureStats(iter->first).getActiveSpells().update(duration); iter->first.getClass().getCreatureStats(iter->first).getActiveSpells().update(duration);
// For dead actors we need to remove looping spell particles // For dead actors we need to update looping spell particles
if (iter->first.getClass().getCreatureStats(iter->first).isDead()) if (iter->first.getClass().getCreatureStats(iter->first).isDead())
{
// They can be added during the death animation
if (!iter->first.getClass().getCreatureStats(iter->first).isDeathAnimationFinished())
adjustMagicEffects(iter->first);
ctrl->updateContinuousVfx(); ctrl->updateContinuousVfx();
}
else else
{ {
bool cellChanged = world->hasCellChanged(); bool cellChanged = world->hasCellChanged();

@ -60,8 +60,13 @@ namespace MWMechanics
void CastSpell::inflict(const MWWorld::Ptr &target, const MWWorld::Ptr &caster, void CastSpell::inflict(const MWWorld::Ptr &target, const MWWorld::Ptr &caster,
const ESM::EffectList &effects, ESM::RangeType range, bool reflected, bool exploded) const ESM::EffectList &effects, ESM::RangeType range, bool reflected, bool exploded)
{ {
if (!target.isEmpty() && target.getClass().isActor() && target.getClass().getCreatureStats(target).isDead()) if (!target.isEmpty() && target.getClass().isActor())
return; {
// Early-out for characters that have departed.
const auto& stats = target.getClass().getCreatureStats(target);
if (stats.isDead() && stats.isDeathAnimationFinished())
return;
}
// If none of the effects need to apply, we can early-out // If none of the effects need to apply, we can early-out
bool found = false; bool found = false;
@ -201,9 +206,9 @@ namespace MWMechanics
} }
bool effectAffectsHealth = isHarmful || effectIt->mEffectID == ESM::MagicEffect::RestoreHealth; bool effectAffectsHealth = isHarmful || effectIt->mEffectID == ESM::MagicEffect::RestoreHealth;
if (castByPlayer && target != caster && effectAffectsHealth) if (castByPlayer && target != caster && !target.getClass().getCreatureStats(target).isDead() && effectAffectsHealth)
{ {
// If player is attempting to cast a harmful spell or is healing someone, show the target's HP bar. // If player is attempting to cast a harmful spell on or is healing a living target, show the target's HP bar.
MWBase::Environment::get().getWindowManager()->setEnemy(target); MWBase::Environment::get().getWindowManager()->setEnemy(target);
} }

@ -572,7 +572,8 @@ void MWWorld::InventoryStore::updateMagicEffects(const Ptr& actor)
mMagicEffects = MWMechanics::MagicEffects(); mMagicEffects = MWMechanics::MagicEffects();
if (actor.getClass().getCreatureStats(actor).isDead()) const auto& stats = actor.getClass().getCreatureStats(actor);
if (stats.isDead() && stats.isDeathAnimationFinished())
return; return;
for (TSlots::const_iterator iter (mSlots.begin()); iter!=mSlots.end(); ++iter) for (TSlots::const_iterator iter (mSlots.begin()); iter!=mSlots.end(); ++iter)

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