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tweak: cleanup
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RobbeBryssinck committed May 25, 2024
1 parent 7c60d0a commit b8a13f6
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Showing 3 changed files with 1 addition and 27 deletions.
25 changes: 1 addition & 24 deletions Code/client/Services/Debug/DebugService.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -199,18 +199,7 @@ void DebugService::OnUpdate(const UpdateEvent& acUpdateEvent) noexcept
{
s_f7Pressed = true;

auto* pIdle = Cast<TESIdleForm>(TESForm::GetById(0x20023fe));

g_forceAnimation = true;
auto* pActor = Cast<Actor>(TESForm::GetById(m_formId));
BSFixedString str("LevitationToggle");
//bool res = pActor->PlayAnimation(&str);
bool res = pActor->SendAnimationEvent(&str);
spdlog::error("{}", res);
g_forceAnimation = false;

//auto* pIdle = Cast<TESIdleForm>(TESForm::GetById(0x20023fe));
//PlayerCharacter::Get()->PlayIdle(pIdle);
//
}
}
else
Expand All @@ -223,18 +212,6 @@ void DebugService::OnUpdate(const UpdateEvent& acUpdateEvent) noexcept
s_f8Pressed = true;

//PlaceActorInWorld();

BSFixedString str("isLevitating");
uint32_t res = PlayerCharacter::Get()->GetAnimationVariableInt(&str);
spdlog::error("{}", res);

#if 0
auto* pObjForm = TESForm::GetById(0x2011a86);
if (!pObjForm)
spdlog::error("Not found");

EquipManager::Get()->Equip(PlayerCharacter::Get(), pObjForm, nullptr, 1, nullptr, false, true, false, false);
#endif
}
}
else
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2 changes: 0 additions & 2 deletions Code/client/Services/MagicService.h
Original file line number Diff line number Diff line change
Expand Up @@ -72,8 +72,6 @@ struct MagicService
*/
void ApplyQueuedEffects() noexcept;

void RunVampireLordTransformationFinish(double aDelta) noexcept;

/**
* Apply the "reveal players" effect on remote players.
*/
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1 change: 0 additions & 1 deletion Code/server/Services/CharacterService.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -496,7 +496,6 @@ void CharacterService::OnRequestRespawn(const PacketEvent<RequestRespawn>& acMes
auto& characterComponent = view.get<CharacterComponent>(*it);
characterComponent.SaveBuffer = acMessage.Packet.AppearanceBuffer;
characterComponent.ChangeFlags = acMessage.Packet.ChangeFlags;
spdlog::info("Respawning with new buffer");
}

NotifyRespawn notify;
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