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Revert Vampirism behavior upon death to 0.45.0-like state
Until we figure out the better way to handle vampire stuff tangled together with post-death animation magic effect reset.
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@ -2580,11 +2580,15 @@ void CharacterController::updateMagicEffects()
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if (!mPtr.getClass().isActor())
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if (!mPtr.getClass().isActor())
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return;
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return;
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bool vampire = mPtr.getClass().getCreatureStats(mPtr).getMagicEffects().get(ESM::MagicEffect::Vampirism).getMagnitude() > 0.0f;
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mAnimation->setVampire(vampire);
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float light = mPtr.getClass().getCreatureStats(mPtr).getMagicEffects().get(ESM::MagicEffect::Light).getMagnitude();
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float light = mPtr.getClass().getCreatureStats(mPtr).getMagicEffects().get(ESM::MagicEffect::Light).getMagnitude();
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mAnimation->setLightEffect(light);
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mAnimation->setLightEffect(light);
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// If you're dead you don't care about whether you've started/stopped being a vampire or not
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if (mPtr.getClass().getCreatureStats(mPtr).isDead())
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return;
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bool vampire = mPtr.getClass().getCreatureStats(mPtr).getMagicEffects().get(ESM::MagicEffect::Vampirism).getMagnitude() > 0.0f;
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mAnimation->setVampire(vampire);
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}
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}
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void CharacterController::setVisibility(float visibility)
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void CharacterController::setVisibility(float visibility)
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