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#include "creaturestats.hpp"
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namespace MWMechanics
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{
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CreatureStats::CreatureStats()
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{}
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// Can't use all benefits of members initialization because of
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// lack of copy constructors
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CreatureStats::CreatureStats(const CreatureStats &orig)
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: mLevel(orig.mLevel), mHello(orig.mHello), mFight(orig.mFight),
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mFlee(orig.mFlee), mAlarm(orig.mAlarm)
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{
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for (int i = 0; i < 8; ++i) {
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mAttributes[i] = orig.mAttributes[i];
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}
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for (int i = 0; i < 3; ++i) {
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mDynamic[i] = orig.mDynamic[i];
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}
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mSpells = orig.mSpells;
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mActiveSpells = orig.mActiveSpells;
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mMagicEffects = orig.mMagicEffects;
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}
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CreatureStats::~CreatureStats()
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{}
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const CreatureStats &
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CreatureStats::operator=(const CreatureStats &orig)
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{
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for (int i = 0; i < 8; ++i) {
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mAttributes[i] = orig.mAttributes[i];
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}
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for (int i = 0; i < 3; ++i) {
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mDynamic[i] = orig.mDynamic[i];
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}
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mLevel = orig.mLevel;
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mSpells = orig.mSpells;
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mActiveSpells = orig.mActiveSpells;
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mMagicEffects = orig.mMagicEffects;
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mHello = orig.mHello;
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mFight = orig.mFight;
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mFlee = orig.mFlee;
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mAlarm = orig.mAlarm;
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return *this;
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}
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const AiSequence& CreatureStats::getAiSequence() const
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{
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return mAiSequence;
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}
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AiSequence& CreatureStats::getAiSequence()
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{
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return mAiSequence;
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}
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}
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