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Let cancelled bound item effect remain active for the frame
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5b18edf938
commit
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@ -192,10 +192,7 @@ namespace
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newItem = *it;
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if (newItem.isEmpty() || boundPtr != newItem)
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{
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store.remove(boundPtr, 1);
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return false;
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}
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if (actor == MWMechanics::getPlayer())
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{
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@ -641,7 +638,7 @@ namespace MWMechanics
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const MWWorld::Store<ESM::GameSetting>& gmst = world->getStore().get<ESM::GameSetting>();
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const ESM::RefId itemId = ESM::RefId::stringRefId(gmst.find(item)->mValue.getString());
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if (!addBoundItem(itemId, target))
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invalid = true;
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effect.mTimeLeft = 0.f;
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break;
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}
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case ESM::MagicEffect::FireDamage:
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