forked from teamnwah/openmw-tes3coop
Porting more ContainerStoreIterator usage to const version #2
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05cc69f6f1
commit
18a4b64f1a
6 changed files with 16 additions and 16 deletions
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@ -230,8 +230,8 @@ namespace MWClass
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if (!(ref->mBase->mData.mFlags & ESM::Light::Carry))
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if (!(ref->mBase->mData.mFlags & ESM::Light::Carry))
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return std::make_pair(0,"");
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return std::make_pair(0,"");
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MWWorld::InventoryStore& invStore = npc.getClass().getInventoryStore(npc);
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const MWWorld::InventoryStore& invStore = npc.getClass().getInventoryStore(npc);
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MWWorld::ContainerStoreIterator weapon = invStore.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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MWWorld::ConstContainerStoreIterator weapon = invStore.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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if(weapon == invStore.end())
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if(weapon == invStore.end())
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return std::make_pair(1,"");
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return std::make_pair(1,"");
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@ -466,10 +466,10 @@ namespace MWClass
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// preload equipped items
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// preload equipped items
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if (ptr.getClass().hasInventoryStore(ptr))
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if (ptr.getClass().hasInventoryStore(ptr))
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{
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{
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MWWorld::InventoryStore& invStore = ptr.getClass().getInventoryStore(ptr);
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const MWWorld::InventoryStore& invStore = ptr.getClass().getInventoryStore(ptr);
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for (int slot = 0; slot < MWWorld::InventoryStore::Slots; ++slot)
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for (int slot = 0; slot < MWWorld::InventoryStore::Slots; ++slot)
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{
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{
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MWWorld::ContainerStoreIterator equipped = invStore.getSlot(slot);
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MWWorld::ConstContainerStoreIterator equipped = invStore.getSlot(slot);
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if (equipped != invStore.end())
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if (equipped != invStore.end())
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{
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{
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std::vector<ESM::PartReference> parts;
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std::vector<ESM::PartReference> parts;
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@ -1079,7 +1079,7 @@ namespace MWClass
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const MWWorld::Store<ESM::GameSetting> &store = world->getStore().get<ESM::GameSetting>();
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const MWWorld::Store<ESM::GameSetting> &store = world->getStore().get<ESM::GameSetting>();
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MWMechanics::NpcStats &stats = getNpcStats(ptr);
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MWMechanics::NpcStats &stats = getNpcStats(ptr);
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MWWorld::InventoryStore &invStore = getInventoryStore(ptr);
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const MWWorld::InventoryStore &invStore = getInventoryStore(ptr);
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float fUnarmoredBase1 = store.find("fUnarmoredBase1")->getFloat();
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float fUnarmoredBase1 = store.find("fUnarmoredBase1")->getFloat();
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float fUnarmoredBase2 = store.find("fUnarmoredBase2")->getFloat();
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float fUnarmoredBase2 = store.find("fUnarmoredBase2")->getFloat();
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@ -1088,7 +1088,7 @@ namespace MWClass
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int ratings[MWWorld::InventoryStore::Slots];
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int ratings[MWWorld::InventoryStore::Slots];
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for(int i = 0;i < MWWorld::InventoryStore::Slots;i++)
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for(int i = 0;i < MWWorld::InventoryStore::Slots;i++)
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{
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{
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MWWorld::ContainerStoreIterator it = invStore.getSlot(i);
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MWWorld::ConstContainerStoreIterator it = invStore.getSlot(i);
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if (it == invStore.end() || it->getTypeName() != typeid(ESM::Armor).name())
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if (it == invStore.end() || it->getTypeName() != typeid(ESM::Armor).name())
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{
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{
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// unarmored
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// unarmored
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@ -1169,8 +1169,8 @@ namespace MWClass
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return "";
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return "";
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}
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}
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MWWorld::InventoryStore &inv = Npc::getInventoryStore(ptr);
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const MWWorld::InventoryStore &inv = Npc::getInventoryStore(ptr);
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MWWorld::ContainerStoreIterator boots = inv.getSlot(MWWorld::InventoryStore::Slot_Boots);
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MWWorld::ConstContainerStoreIterator boots = inv.getSlot(MWWorld::InventoryStore::Slot_Boots);
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if(boots == inv.end() || boots->getTypeName() != typeid(ESM::Armor).name())
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if(boots == inv.end() || boots->getTypeName() != typeid(ESM::Armor).name())
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return (name == "left") ? "FootBareLeft" : "FootBareRight";
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return (name == "left") ? "FootBareLeft" : "FootBareRight";
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@ -350,7 +350,7 @@ int MWDialogue::Filter::getSelectStructInteger (const SelectWrapper& select) con
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for (int i=0; i<=15; ++i) // everything except things held in hands and ammunition
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for (int i=0; i<=15; ++i) // everything except things held in hands and ammunition
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{
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{
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MWWorld::ContainerStoreIterator slot = store.getSlot (i);
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MWWorld::ConstContainerStoreIterator slot = store.getSlot (i);
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if (slot!=store.end())
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if (slot!=store.end())
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value += slot->getClass().getValue (*slot);
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value += slot->getClass().getValue (*slot);
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@ -310,7 +310,7 @@ namespace MWGui
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{
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{
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MWWorld::Ptr item = *button->getUserData<MWWorld::Ptr>();
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MWWorld::Ptr item = *button->getUserData<MWWorld::Ptr>();
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MWBase::Environment::get().getWindowManager()->useItem(item);
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MWBase::Environment::get().getWindowManager()->useItem(item);
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MWWorld::ContainerStoreIterator rightHand = store.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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MWWorld::ConstContainerStoreIterator rightHand = store.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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// change draw state only if the item is in player's right hand
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// change draw state only if the item is in player's right hand
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if (rightHand != store.end() && item == *rightHand)
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if (rightHand != store.end() && item == *rightHand)
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{
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{
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@ -58,7 +58,7 @@ void adjustBoundItem (const std::string& item, bool bound, const MWWorld::Ptr& a
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MWWorld::Ptr newPtr = *store.MWWorld::ContainerStore::add(item, 1, actor);
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MWWorld::Ptr newPtr = *store.MWWorld::ContainerStore::add(item, 1, actor);
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MWWorld::ActionEquip action(newPtr);
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MWWorld::ActionEquip action(newPtr);
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action.execute(actor);
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action.execute(actor);
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MWWorld::ContainerStoreIterator rightHand = store.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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MWWorld::ConstContainerStoreIterator rightHand = store.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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// change draw state only if the item is in player's right hand
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// change draw state only if the item is in player's right hand
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if (actor == MWMechanics::getPlayer()
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if (actor == MWMechanics::getPlayer()
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&& rightHand != store.end() && newPtr == *rightHand)
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&& rightHand != store.end() && newPtr == *rightHand)
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@ -1101,7 +1101,7 @@ bool CharacterController::updateWeaponState()
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if (mPtr.getClass().hasInventoryStore(mPtr))
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if (mPtr.getClass().hasInventoryStore(mPtr))
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{
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{
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MWWorld::InventoryStore &inv = cls.getInventoryStore(mPtr);
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MWWorld::InventoryStore &inv = cls.getInventoryStore(mPtr);
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MWWorld::ContainerStoreIterator weapon = getActiveWeapon(stats, inv, &weaptype);
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MWWorld::ConstContainerStoreIterator weapon = getActiveWeapon(stats, inv, &weaptype);
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if(weapon != inv.end() && !(weaptype == WeapType_None && mWeaponType == WeapType_Spell))
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if(weapon != inv.end() && !(weaptype == WeapType_None && mWeaponType == WeapType_Spell))
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{
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{
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soundid = (weaptype == WeapType_None) ?
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soundid = (weaptype == WeapType_None) ?
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@ -1189,7 +1189,7 @@ bool CharacterController::updateWeaponState()
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if (mPtr.getClass().hasInventoryStore(mPtr))
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if (mPtr.getClass().hasInventoryStore(mPtr))
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{
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{
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MWWorld::InventoryStore &inv = cls.getInventoryStore(mPtr);
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MWWorld::InventoryStore &inv = cls.getInventoryStore(mPtr);
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MWWorld::ContainerStoreIterator weapon = getActiveWeapon(stats, inv, &weaptype);
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MWWorld::ConstContainerStoreIterator weapon = getActiveWeapon(stats, inv, &weaptype);
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isWeapon = (weapon != inv.end() && weapon->getTypeName() == typeid(ESM::Weapon).name());
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isWeapon = (weapon != inv.end() && weapon->getTypeName() == typeid(ESM::Weapon).name());
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if(isWeapon)
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if(isWeapon)
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weapSpeed = weapon->get<ESM::Weapon>()->mBase->mData.mSpeed;
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weapSpeed = weapon->get<ESM::Weapon>()->mBase->mData.mSpeed;
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@ -1324,7 +1324,7 @@ bool CharacterController::updateWeaponState()
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{
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{
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if (Settings::Manager::getBool("best attack", "Game"))
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if (Settings::Manager::getBool("best attack", "Game"))
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{
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{
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MWWorld::ContainerStoreIterator weapon = mPtr.getClass().getInventoryStore(mPtr).getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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MWWorld::ConstContainerStoreIterator weapon = mPtr.getClass().getInventoryStore(mPtr).getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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mAttackType = getBestAttack(weapon->get<ESM::Weapon>()->mBase);
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mAttackType = getBestAttack(weapon->get<ESM::Weapon>()->mBase);
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}
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}
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else
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else
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@ -1523,8 +1523,8 @@ bool CharacterController::updateWeaponState()
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if (mPtr.getClass().hasInventoryStore(mPtr))
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if (mPtr.getClass().hasInventoryStore(mPtr))
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{
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{
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MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
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const MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
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MWWorld::ContainerStoreIterator torch = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
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MWWorld::ConstContainerStoreIterator torch = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
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if(torch != inv.end() && torch->getTypeName() == typeid(ESM::Light).name()
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if(torch != inv.end() && torch->getTypeName() == typeid(ESM::Light).name()
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&& updateCarriedLeftVisible(mWeaponType))
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&& updateCarriedLeftVisible(mWeaponType))
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