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authorAndrei Karas <akaras@inbox.ru>2016-07-10 22:42:45 +0300
committerAndrei Karas <akaras@inbox.ru>2016-07-10 22:52:53 +0300
commitcdc8f4ad535d39adb89f238c6f9b2c68d71f6151 (patch)
treeec2ecc06c9cfb870b3a11aaec5326bf987593494 /src/being/actorsprite.cpp
parent4aa184df5a208c51cb0141ae6a609c60294d8323 (diff)
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Add support for permanent particle effect.s20160712
Attribute name "particle". This effect cant be played at start, if existing "start-particle" but will be played if effect continues.
Diffstat (limited to 'src/being/actorsprite.cpp')
-rw-r--r--src/being/actorsprite.cpp6
1 files changed, 2 insertions, 4 deletions
diff --git a/src/being/actorsprite.cpp b/src/being/actorsprite.cpp
index d5527f161..f0dfc07ec 100644
--- a/src/being/actorsprite.cpp
+++ b/src/being/actorsprite.cpp
@@ -386,11 +386,9 @@ void ActorSprite::handleStatusEffect(const StatusEffect *const effect,
{
Particle *particle = nullptr;
if (start == IsStart_true)
- {
particle = effect->getStartParticle();
- }
- // +++ here also need enable permanent status effects,
- // need new field in StatusEffect
+ if (!particle)
+ particle = effect->getParticle();
if (particle)
mStatusParticleEffects.setLocally(effectId, particle);
}