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Fix bolt for magic effects that don't have one specified
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@ -1066,6 +1066,7 @@ void Animation::addEffect(const std::string &model, int effectId, bool loop, con
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for(size_t i = 0;i < params.mObjects.mParticles.size(); ++i)
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{
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Ogre::ParticleSystem* partSys = params.mObjects.mParticles[i];
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sh::Factory::getInstance()._ensureMaterial(partSys->getMaterialName(), "Default");
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Ogre::MaterialPtr mat = Ogre::MaterialManager::getSingleton().getByName(partSys->getMaterialName());
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static int count = 0;
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Ogre::String materialName = "openmw/" + Ogre::StringConverter::toString(count++);
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@ -2086,6 +2086,8 @@ namespace MWWorld
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iter->mEffectID);
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projectileModel = magicEffect->mBolt;
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if (projectileModel.empty())
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projectileModel = "VFX_DefaultBolt";
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static const std::string schools[] = {
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"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
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