Handle being silenced during casting animation #2686
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
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