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Make Player->Cast select the spell instead (bug #5056)
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@ -99,6 +99,7 @@
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Bug #5038: Enchanting success chance calculations are blatantly wrong
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Bug #5047: # in cell names sets color
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Bug #5050: Invalid spell effects are not handled gracefully
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Bug #5056: Calling Cast function on player doesn't equip the spell but casts it
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Feature #1774: Handle AvoidNode
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Feature #2229: Improve pathfinding AI
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Feature #3025: Analogue gamepad movement controls
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@ -1096,21 +1096,29 @@ namespace MWScript
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std::string targetId = ::Misc::StringUtils::lowerCase(runtime.getStringLiteral (runtime[0].mInteger));
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runtime.pop();
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const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find (spellId);
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const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().search(spellId);
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if (!spell)
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{
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runtime.getContext().report("spellcasting failed: can not find spell \""+spellId+"\"");
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runtime.getContext().report("spellcasting failed: cannot find spell \""+spellId+"\"");
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return;
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}
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if (spell->mData.mType != ESM::Spell::ST_Spell && spell->mData.mType != ESM::Spell::ST_Power)
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{
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runtime.getContext().report("spellcasting failed: you can cast only spells and powers.");
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runtime.getContext().report("spellcasting failed: you can only cast spells and powers.");
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return;
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}
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// Obviously we can not use casting animation for player here
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if (ptr.getClass().isActor() && ptr != MWMechanics::getPlayer())
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if (ptr == MWMechanics::getPlayer())
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{
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MWWorld::InventoryStore& store = ptr.getClass().getInventoryStore(ptr);
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store.setSelectedEnchantItem(store.end());
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MWBase::Environment::get().getWindowManager()->setSelectedSpell(spellId, int(MWMechanics::getSpellSuccessChance(spellId, ptr)));
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MWBase::Environment::get().getWindowManager()->updateSpellWindow();
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return;
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}
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if (ptr.getClass().isActor())
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{
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MWMechanics::AiCast castPackage(targetId, spellId, true);
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ptr.getClass().getCreatureStats (ptr).getAiSequence().stack(castPackage, ptr);
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