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Simplify getEffectMultiplier.
Both return cases were same, except for some overflow conditions.
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@ -246,10 +246,7 @@ namespace MWMechanics
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const ESM::Spell* spell, const MagicEffects* effects)
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{
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float resistance = getEffectResistance(effectId, actor, caster, spell, effects);
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if (resistance >= 0)
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return 1 - resistance / 100.f;
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else
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return -(resistance-100) / 100.f;
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}
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/// Check if the given affect can be applied to the target. If \a castByPlayer, emits a message box on failure.
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