Restore aura visuals after loading a save
Saving marks effect objects dead, so after a load the Heldenmut / Klingenblick buff was active but its aura effect (cObjectFX 842) was gone. A few ticks after a save game has loaded, the effect is created again for each such buff of a player hero (CreateAt + cEventFX 0x42, as the art's cast effect does), with the buff's remaining time. Shared game events (game/engine/events): engine tick and "save game loaded" callbacks; the WASD mod uses the tick through it. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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@@ -141,3 +141,15 @@
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0x00548e70 cCreature::IsEnemy # (object id)
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0x00611f10 cEngine::UpdateCursorPick # cursor target for the selected art
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0x00548060 cCreature::ChooseAiArt # monsters: art per creature class
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0x00582c10 cCreatureArts::AddEffect # (kind, value, factor, duration, art, notify, ...): active effects at +0x11a
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0x00539ce0 cCreature::StartArtCooldown # AddEffect(0x22, ...)
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0x004feef0 cCreature::ArtCastEffect # per-art effect of using an art (switch on art id)
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0x005fbaa0 cObjectManager::CreateAt # (type, position, ...): object placed in the world
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0x005fb590 cObjectManager::CreateFX
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0x005fb040 cObjectManager::Allocate
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0x004514d0 ObjectFactory::Create # (class, ...)
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0x005fcd10 cObjectManager::Place # (id, position); refuses dead objects (+0x14 & 0x10)
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0x00602d70 cObjectManager::Load # objects from a save stream
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0x005a0980 cObjectFX::Construct
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0x005a37b0 cObjectFX::ReceiveEvent # vf18; cEventFX 0x42 attaches it to an owner
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0x0041e0a0 cEventFX::Construct
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