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Fix bone not found exception for golden saint spellcasting
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0f43592237
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@ -870,10 +870,16 @@ bool CharacterController::updateWeaponState()
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mAnimation->addEffect("meshes\\" + castStatic->mModel, effect->mIndex);
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mAnimation->addEffect("meshes\\" + castStatic->mModel, effect->mIndex);
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castStatic = MWBase::Environment::get().getWorld()->getStore().get<ESM::Static>().find ("VFX_Hands");
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castStatic = MWBase::Environment::get().getWorld()->getStore().get<ESM::Static>().find ("VFX_Hands");
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//mAnimation->addEffect("meshes\\" + castStatic->mModel, -1, false, "Bip01 L Hand", effect->mParticle);
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if (mAnimation->getNode("Left Hand"))
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//mAnimation->addEffect("meshes\\" + castStatic->mModel, -1, false, "Bip01 R Hand", effect->mParticle);
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{
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mAnimation->addEffect("meshes\\" + castStatic->mModel, -1, false, "Left Hand", effect->mParticle);
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mAnimation->addEffect("meshes\\" + castStatic->mModel, -1, false, "Left Hand", effect->mParticle);
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mAnimation->addEffect("meshes\\" + castStatic->mModel, -1, false, "Right Hand", effect->mParticle);
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mAnimation->addEffect("meshes\\" + castStatic->mModel, -1, false, "Right Hand", effect->mParticle);
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}
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else
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{
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mAnimation->addEffect("meshes\\" + castStatic->mModel, -1, false, "Bip01 L Hand", effect->mParticle);
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mAnimation->addEffect("meshes\\" + castStatic->mModel, -1, false, "Bip01 R Hand", effect->mParticle);
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}
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switch(effectentry.mRange)
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switch(effectentry.mRange)
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{
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{
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