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Added check to deactivate existing entity effects when new entity effects are added.

This commit is contained in:
Lane Kolbly 2017-08-22 09:16:34 -05:00 committed by Lukas Pioch
parent 0854ed01a4
commit 92ac45d27e

View File

@ -197,6 +197,13 @@ void cPawn::AddEntityEffect(cEntityEffect::eType a_EffectType, int a_Duration, s
}
a_Duration = static_cast<int>(a_Duration * a_DistanceModifier);
// If we already have the effect, we have to deactivate it or else it will act cumulatively
auto ExistingEffect = m_EntityEffects.find(a_EffectType);
if (ExistingEffect != m_EntityEffects.end())
{
ExistingEffect->second->OnDeactivate(*this);
}
auto Res = m_EntityEffects.emplace(a_EffectType, cEntityEffect::CreateEntityEffect(a_EffectType, a_Duration, a_Intensity, a_DistanceModifier));
m_World->BroadcastEntityEffect(*this, a_EffectType, a_Intensity, static_cast<short>(a_Duration));
cEntityEffect * Effect = Res.first->second.get();