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Update magic effects when changing equipment (Fixes #1646)
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7f807f31d0
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@ -543,6 +543,9 @@ namespace MWGui
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if (MWBase::Environment::get().getWindowManager()->getSpellWindow())
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if (MWBase::Environment::get().getWindowManager()->getSpellWindow())
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MWBase::Environment::get().getWindowManager()->getSpellWindow()->updateSpells();
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MWBase::Environment::get().getWindowManager()->getSpellWindow()->updateSpells();
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MWBase::Environment::get().getMechanicsManager()->updateMagicEffects(
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MWBase::Environment::get().getWorld()->getPlayerPtr());
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mPreviewDirty = true;
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mPreviewDirty = true;
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}
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}
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@ -1458,4 +1458,10 @@ namespace MWMechanics
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mActors.clear();
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mActors.clear();
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mDeathCount.clear();
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mDeathCount.clear();
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}
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}
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void Actors::updateMagicEffects(const MWWorld::Ptr &ptr)
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{
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adjustMagicEffects(ptr);
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calculateCreatureStatModifiers(ptr, 0.f);
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}
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}
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}
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@ -56,7 +56,7 @@ namespace MWMechanics
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/// Update magic effects for an actor. Usually done automatically once per frame, but if we're currently
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/// Update magic effects for an actor. Usually done automatically once per frame, but if we're currently
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/// paused we may want to do it manually (after equipping permanent enchantment)
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/// paused we may want to do it manually (after equipping permanent enchantment)
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void updateMagicEffects (const MWWorld::Ptr& ptr) { adjustMagicEffects(ptr); }
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void updateMagicEffects (const MWWorld::Ptr& ptr);
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void addActor (const MWWorld::Ptr& ptr, bool updateImmediately=false);
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void addActor (const MWWorld::Ptr& ptr, bool updateImmediately=false);
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///< Register an actor for stats management
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///< Register an actor for stats management
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