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Do not use a PartHolder for spell effect node
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632045e145
commit
3896a2eba6
@ -624,8 +624,8 @@ namespace MWRender
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}
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}
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else
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else
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{
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{
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// Remove effect immediately
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// Hide effect immediately
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mParams.mObjects.reset();
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node->setNodeMask(0);
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mFinished = true;
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mFinished = true;
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}
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}
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}
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}
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@ -1686,7 +1686,6 @@ namespace MWRender
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params.mLoop = loop;
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params.mLoop = loop;
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params.mEffectId = effectId;
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params.mEffectId = effectId;
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params.mBoneName = bonename;
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params.mBoneName = bonename;
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params.mObjects = PartHolderPtr(new PartHolder(node));
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params.mAnimTime = std::shared_ptr<EffectAnimationTime>(new EffectAnimationTime);
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params.mAnimTime = std::shared_ptr<EffectAnimationTime>(new EffectAnimationTime);
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trans->addUpdateCallback(new UpdateVfxCallback(params));
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trans->addUpdateCallback(new UpdateVfxCallback(params));
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@ -74,7 +74,6 @@ typedef std::shared_ptr<PartHolder> PartHolderPtr;
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struct EffectParams
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struct EffectParams
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{
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{
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std::string mModelName; // Just here so we don't add the same effect twice
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std::string mModelName; // Just here so we don't add the same effect twice
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PartHolderPtr mObjects;
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std::shared_ptr<EffectAnimationTime> mAnimTime;
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std::shared_ptr<EffectAnimationTime> mAnimTime;
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float mMaxControllerLength;
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float mMaxControllerLength;
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int mEffectId;
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int mEffectId;
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