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@ -16,7 +16,7 @@ namespace MWMechanics
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CreatureStats::CreatureStats()
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: mDrawState (DrawState_Nothing), mDead (false), mDied (false), mMurdered(false), mFriendlyHits (0),
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mTalkedTo (false), mAlarmed (false), mAttacked (false), mAttackingOrSpell(false),
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mTalkedTo (false), mAlarmed (false), mAttacked (false),
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mKnockdown(false), mKnockdownOneFrame(false), mKnockdownOverOneFrame(false),
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mHitRecovery(false), mBlock(false), mMovementFlags(0),
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mFallHeight(0), mRecalcMagicka(false), mLastRestock(0,0), mGoldPool(0), mActorId(-1),
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@ -88,11 +88,6 @@ namespace MWMechanics
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return mMagicEffects;
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}
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bool CreatureStats::getAttackingOrSpell() const
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{
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return mAttackingOrSpell;
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}
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int CreatureStats::getLevel() const
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{
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return mLevel;
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@ -212,11 +207,6 @@ namespace MWMechanics
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mMagicEffects.setModifiers(effects);
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}
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void CreatureStats::setAttackingOrSpell(bool attackingOrSpell)
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{
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mAttackingOrSpell = attackingOrSpell;
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}
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void CreatureStats::setAiSetting (AiSetting index, Stat<int> value)
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{
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mAiSettings[index] = value;
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@ -487,7 +477,6 @@ namespace MWMechanics
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state.mTalkedTo = mTalkedTo;
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state.mAlarmed = mAlarmed;
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state.mAttacked = mAttacked;
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state.mAttackingOrSpell = mAttackingOrSpell;
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// TODO: rewrite. does this really need 3 separate bools?
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state.mKnockdown = mKnockdown;
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state.mKnockdownOneFrame = mKnockdownOneFrame;
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@ -534,7 +523,6 @@ namespace MWMechanics
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mTalkedTo = state.mTalkedTo;
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mAlarmed = state.mAlarmed;
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mAttacked = state.mAttacked;
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mAttackingOrSpell = state.mAttackingOrSpell;
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// TODO: rewrite. does this really need 3 separate bools?
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mKnockdown = state.mKnockdown;
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mKnockdownOneFrame = state.mKnockdownOneFrame;
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