1
0
mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-02-04 03:40:14 +00:00

Always create touch explosions for non-actors

This commit is contained in:
Evil Eye 2022-09-03 22:43:29 +02:00
parent a42d09f366
commit bd4322360d
2 changed files with 4 additions and 2 deletions

View File

@ -5,6 +5,7 @@
Bug #4816: GetWeaponDrawn returns 1 before weapon is attached Bug #4816: GetWeaponDrawn returns 1 before weapon is attached
Bug #5057: Weapon swing sound plays at same pitch whether it hits or misses Bug #5057: Weapon swing sound plays at same pitch whether it hits or misses
Bug #5129: Stuttering animation on Centurion Archer Bug #5129: Stuttering animation on Centurion Archer
Bug #5714: Touch spells cast using ExplodeSpell don't always explode
Bug #5977: Fatigueless NPCs' corpse underwater changes animation on game load Bug #5977: Fatigueless NPCs' corpse underwater changes animation on game load
Bug #6937: Divided by Nix Hounds quest is broken Bug #6937: Divided by Nix Hounds quest is broken
Bug #6939: OpenMW-CS: ID columns are too short Bug #6939: OpenMW-CS: ID columns are too short

View File

@ -3746,8 +3746,9 @@ namespace MWWorld
if (fromProjectile && effectInfo.mArea <= 0) if (fromProjectile && effectInfo.mArea <= 0)
continue; // Don't play explosion for projectiles with 0-area effects continue; // Don't play explosion for projectiles with 0-area effects
if (!fromProjectile && effectInfo.mRange == ESM::RT_Touch && !ignore.isEmpty() && !ignore.getClass().isActor() && !ignore.getClass().hasToolTip(ignore)) if (!fromProjectile && effectInfo.mRange == ESM::RT_Touch && !ignore.isEmpty() && !ignore.getClass().isActor() && !ignore.getClass().hasToolTip(ignore)
continue; // Don't play explosion for touch spells on non-activatable objects except when spell is from the projectile enchantment && (caster.isEmpty() || caster.getClass().isActor()))
continue; // Don't play explosion for touch spells on non-activatable objects except when spell is from a projectile enchantment or ExplodeSpell
// Spawn the explosion orb effect // Spawn the explosion orb effect
const ESM::Static* areaStatic; const ESM::Static* areaStatic;