Open petchema opened 3 months ago
If player is silenced, only readySpell is reset by SilenceCheck(): https://github.com/Interkarma/daggerfall-unity/blob/master/Assets/Scripts/Game/MagicAndEffects/EntityEffectManager.cs#L1941
If this happens during spellcasting animation, castInProgress is true, and stays at true after the animation is finished because the first thing PlayerSpellCasting_OnReleaseFrame() checks is whether readySpell is not null: https://github.com/Interkarma/daggerfall-unity/blob/master/Assets/Scripts/Game/MagicAndEffects/EntityEffectManager.cs#L2101
Consequently, player cannot cast spells until (s)he reload a game.
This PR resets castInProgress unconditionally at the beginning of PlayerSpellCasting_OnReleaseFrame(), which is consistent with the animation being over.
Forums: https://forums.dfworkshop.net/viewtopic.php?t=6763
If player is silenced, only readySpell is reset by SilenceCheck(): https://github.com/Interkarma/daggerfall-unity/blob/master/Assets/Scripts/Game/MagicAndEffects/EntityEffectManager.cs#L1941
If this happens during spellcasting animation, castInProgress is true, and stays at true after the animation is finished because the first thing PlayerSpellCasting_OnReleaseFrame() checks is whether readySpell is not null: https://github.com/Interkarma/daggerfall-unity/blob/master/Assets/Scripts/Game/MagicAndEffects/EntityEffectManager.cs#L2101
Consequently, player cannot cast spells until (s)he reload a game.
This PR resets castInProgress unconditionally at the beginning of PlayerSpellCasting_OnReleaseFrame(), which is consistent with the animation being over.
Forums: https://forums.dfworkshop.net/viewtopic.php?t=6763