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@ -135,27 +135,6 @@ namespace MWGui
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MWMechanics::CreatureStats& creatureStats = player.getClass().getCreatureStats(player);
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MWMechanics::CreatureStats& creatureStats = player.getClass().getCreatureStats(player);
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MWMechanics::NpcStats& pcStats = player.getClass().getNpcStats(player);
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MWMechanics::NpcStats& pcStats = player.getClass().getNpcStats(player);
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const ESM::NPC *playerData = player.get<ESM::NPC>()->mBase;
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// set class image
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const ESM::Class *cls =
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world->getStore().get<ESM::Class>().find(playerData->mClass);
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if(world->getStore().get<ESM::Class>().isDynamic(cls->mId))
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{
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// Choosing Stealth specialization and Speed/Agility as attributes, if possible. Otherwise fall back to first class found.
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MWWorld::SharedIterator<ESM::Class> it = world->getStore().get<ESM::Class>().begin();
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for(; it != world->getStore().get<ESM::Class>().end(); ++it)
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{
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if(it->mData.mIsPlayable && it->mData.mSpecialization == 2 && it->mData.mAttribute[0] == 4 && it->mData.mAttribute[1] == 3)
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break;
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}
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if (it == world->getStore().get<ESM::Class>().end())
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it = world->getStore().get<ESM::Class>().begin();
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if (it != world->getStore().get<ESM::Class>().end())
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cls = &*it;
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}
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setClassImage(mClassImage, getLevelupClassImage(pcStats.getSkillIncreasesForSpecialization(0),
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setClassImage(mClassImage, getLevelupClassImage(pcStats.getSkillIncreasesForSpecialization(0),
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pcStats.getSkillIncreasesForSpecialization(1),
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pcStats.getSkillIncreasesForSpecialization(1),
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pcStats.getSkillIncreasesForSpecialization(2)));
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pcStats.getSkillIncreasesForSpecialization(2)));
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