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>
This commit is contained in:
khallaandClaude Opus 5.5 committed 2026-10-15 01:27:56 +02:00
1 parent 30c93fc87e
commit f721d2a486
8 files changed
+217 -26

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@@ -141,3 +141,15 @@
0x00548e70 cCreature::IsEnemy # (object id)
0x00611f10 cEngine::UpdateCursorPick # cursor target for the selected art
0x00548060 cCreature::ChooseAiArt # monsters: art per creature class
0x00582c10 cCreatureArts::AddEffect # (kind, value, factor, duration, art, notify, ...): active effects at +0x11a
0x00539ce0 cCreature::StartArtCooldown # AddEffect(0x22, ...)
0x004feef0 cCreature::ArtCastEffect # per-art effect of using an art (switch on art id)
0x005fbaa0 cObjectManager::CreateAt # (type, position, ...): object placed in the world
0x005fb590 cObjectManager::CreateFX
0x005fb040 cObjectManager::Allocate
0x004514d0 ObjectFactory::Create # (class, ...)
0x005fcd10 cObjectManager::Place # (id, position); refuses dead objects (+0x14 & 0x10)
0x00602d70 cObjectManager::Load # objects from a save stream
0x005a0980 cObjectFX::Construct
0x005a37b0 cObjectFX::ReceiveEvent # vf18; cEventFX 0x42 attaches it to an owner
0x0041e0a0 cEventFX::Construct