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#ifndef GAME_MWMECHANICS_ACTORS_H
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#define GAME_MWMECHANICS_ACTORS_H
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#include <set>
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#include <vector>
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#include <string>
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#include "../mwworld/ptr.hpp"
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namespace Ogre
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{
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class Vector3;
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}
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namespace MWMechanics
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{
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class Actors
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{
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std::set<MWWorld::Ptr> mActors;
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float mDuration;
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void updateNpc (const MWWorld::Ptr& ptr, float duration, bool paused);
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void adjustMagicEffects (const MWWorld::Ptr& creature);
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public:
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Actors();
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void addActor (const MWWorld::Ptr& ptr);
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///< Register an actor for stats management
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void removeActor (const MWWorld::Ptr& ptr);
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///< Deregister an actor for stats management
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///
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/// \note Ignored, if \a ptr is not a registered actor.
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void dropActors (const MWWorld::Ptr::CellStore *cellStore);
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///< Deregister all actors in the given cell.
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void update (std::vector<std::pair<std::string, Ogre::Vector3> >& movement,
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float duration, bool paused);
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///< Update actor stats and store desired velocity vectors in \a movement
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void updateActor (const MWWorld::Ptr& ptr, float duration);
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///< This function is normally called automatically during the update process, but it can
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/// also be called explicitly at any time to force an update.
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};
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}
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#endif
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