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Make RemoveSpellEffects affect permanent spells (bug #3920)
Also make it remove the effects but not the spells themselves
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@ -31,6 +31,7 @@
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Bug #3876: Landscape texture painting is misaligned
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Bug #3897: Have Goodbye give all choices the effects of Goodbye
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Bug #3911: [macOS] Typing in the "Content List name" dialog box produces double characters
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Bug #3920: RemoveSpellEffects doesn't remove constant effects
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Bug #3948: AiCombat moving target aiming uses incorrect speed for magic projectiles
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Bug #3950: FLATTEN_STATIC_TRANSFORMS optimization breaks animated collision shapes
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Bug #3993: Terrain texture blending map is not upscaled
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@ -197,8 +197,12 @@ namespace MWMechanics
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void ActiveSpells::removeEffects(const std::string &id)
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{
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mSpells.erase(Misc::StringUtils::lowerCase(id));
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mSpellsChanged = true;
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TContainer::iterator spell(mSpells.find(id));
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if (spell != end());
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{
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spell->second.mEffects.clear();
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mSpellsChanged = true;
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}
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}
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void ActiveSpells::visitEffectSources(EffectSourceVisitor &visitor) const
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@ -279,6 +279,19 @@ namespace MWMechanics
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}
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}
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void Spells::removeEffects(const std::string &id)
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{
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if (isSpellActive(id))
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{
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TContainer::iterator spellIt = mSpells.find(getSpell(id));
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for (long unsigned int i = 0; i != spellIt->first->mEffects.mList.size(); i++)
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{
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spellIt->second.mPurgedEffects.insert(i);
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mSpellsChanged = true;
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}
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}
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}
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void Spells::visitEffectSources(EffectSourceVisitor &visitor) const
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{
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if (mSpellsChanged) {
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@ -124,6 +124,8 @@ namespace MWMechanics
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bool hasBlightDisease() const;
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void removeEffects(const std::string& id);
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void visitEffectSources (MWMechanics::EffectSourceVisitor& visitor) const;
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void readState (const ESM::SpellState& state);
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@ -501,6 +501,7 @@ namespace MWScript
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runtime.pop();
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ptr.getClass().getCreatureStats (ptr).getActiveSpells().removeEffects(spellid);
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ptr.getClass().getCreatureStats (ptr).getSpells().removeEffects(spellid);
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}
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};
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