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Magic effects are updated once before applying when resting
Fixing #7970. When the player was resting, all their magic effects were applied throughout the rest duration, including the effects for already removed spells, which were applied once more before removal. This commit calls an update before that applying, so that these removed spells are executed and removed and only then the real duration-long execution of remaining magic effects takes place.
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@ -172,6 +172,7 @@
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Bug #7901: Editor: Teleport-related fields shouldn't be editable if a ref does not teleport
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Bug #7908: Key bindings names in the settings menu are layout-specific
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Bug #7943: Using "addSoulGem" and "dropSoulGem" commands to creatures works only with "Weapon & Shield" flagged ones
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Bug #7970: Difference of GetPCSleep (?) behavior between vanilla and OpenMW
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Feature #2566: Handle NAM9 records for manual cell references
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Feature #3537: Shader-based water ripples
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Feature #5173: Support for NiFogProperty
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@ -1879,6 +1879,9 @@ namespace MWMechanics
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> actorsProcessingRange * actorsProcessingRange)
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continue;
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// Get rid of effects pending removal so they are not applied when resting
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updateMagicEffects(actor.getPtr());
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adjustMagicEffects(actor.getPtr(), duration);
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MWRender::Animation* animation = MWBase::Environment::get().getWorld()->getAnimation(actor.getPtr());
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