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@ -30,7 +30,7 @@ namespace MWMechanics
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return 0.f;
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return 0.f;
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float rating=0.f;
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float rating=0.f;
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float bonus=0.f;
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float rangedMult=1.f;
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if (weapon->mData.mType >= ESM::Weapon::MarksmanBow && weapon->mData.mType <= ESM::Weapon::MarksmanThrown)
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if (weapon->mData.mType >= ESM::Weapon::MarksmanBow && weapon->mData.mType <= ESM::Weapon::MarksmanThrown)
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{
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{
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@ -44,7 +44,8 @@ namespace MWMechanics
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if (MWBase::Environment::get().getWorld()->isUnderwater(MWWorld::ConstPtr(enemy), 0.75f))
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if (MWBase::Environment::get().getWorld()->isUnderwater(MWWorld::ConstPtr(enemy), 0.75f))
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return 0.f;
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return 0.f;
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bonus+=1.5f;
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if (getDistanceMinusHalfExtents(actor, enemy) >= getMaxAttackDistance(enemy))
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rangedMult = 1.5f;
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}
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}
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if (weapon->mData.mType >= ESM::Weapon::MarksmanBow)
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if (weapon->mData.mType >= ESM::Weapon::MarksmanBow)
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@ -104,15 +105,11 @@ namespace MWMechanics
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int skill = item.getClass().getEquipmentSkill(item);
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int skill = item.getClass().getEquipmentSkill(item);
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if (skill != -1)
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if (skill != -1)
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{
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{
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MWMechanics::SkillValue& value = actor.getClass().getSkill(actor, skill);
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int value = actor.getClass().getSkill(actor, skill);
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rating *= MWMechanics::getHitChance(actor, enemy, value) / 100.f;
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rating *= MWMechanics::getHitChance(actor, enemy, value) / 100.f;
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}
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}
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// There is no need to apply bonus if weapon rating == 0
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return rating * rangedMult;
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if (rating == 0.f)
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return 0.f;
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return rating + bonus;
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}
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}
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float rateAmmo(const MWWorld::Ptr &actor, const MWWorld::Ptr &enemy, MWWorld::Ptr &bestAmmo, ESM::Weapon::Type ammoType)
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float rateAmmo(const MWWorld::Ptr &actor, const MWWorld::Ptr &enemy, MWWorld::Ptr &bestAmmo, ESM::Weapon::Type ammoType)
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