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Correct cast style behavior when there's no object (bug #5075)
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@ -105,6 +105,7 @@
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Bug #5060: Magic effect visuals stop when death animation begins instead of when it ends
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Bug #5060: Magic effect visuals stop when death animation begins instead of when it ends
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Bug #5063: Shape named "Tri Shadow" in creature mesh is visible if it isn't hidden
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Bug #5063: Shape named "Tri Shadow" in creature mesh is visible if it isn't hidden
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Bug #5069: Blocking creatures' attacks doesn't degrade shields
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Bug #5069: Blocking creatures' attacks doesn't degrade shields
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Bug #5075: Enchanting cast style can be changed if there's no object
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Feature #1774: Handle AvoidNode
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Feature #1774: Handle AvoidNode
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Feature #2229: Improve pathfinding AI
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Feature #2229: Improve pathfinding AI
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Feature #3025: Analogue gamepad movement controls
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Feature #3025: Analogue gamepad movement controls
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@ -102,10 +102,7 @@ namespace MWMechanics
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void Enchanting::nextCastStyle()
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void Enchanting::nextCastStyle()
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{
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{
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if (itemEmpty())
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if (itemEmpty())
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{
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mCastStyle = ESM::Enchantment::WhenUsed;
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return;
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return;
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}
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const bool powerfulSoul = getGemCharge() >= \
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const bool powerfulSoul = getGemCharge() >= \
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MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find ("iSoulAmountForConstantEffect")->mValue.getInteger();
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MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find ("iSoulAmountForConstantEffect")->mValue.getInteger();
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@ -267,6 +264,8 @@ namespace MWMechanics
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void Enchanting::setEnchanter(const MWWorld::Ptr& enchanter)
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void Enchanting::setEnchanter(const MWWorld::Ptr& enchanter)
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{
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{
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mEnchanter = enchanter;
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mEnchanter = enchanter;
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// Reset cast style
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mCastStyle = ESM::Enchantment::CastOnce;
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}
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}
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int Enchanting::getEnchantChance() const
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int Enchanting::getEnchantChance() const
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