NPC rank is correctly loaded now. Also corrected a potential bug (i think).

actorid
gugus 13 years ago
parent 0553227ee1
commit 03d6d1fb82

@ -55,14 +55,16 @@ namespace MWClass
{ {
if(ref->base->npdt52.gold != -10) if(ref->base->npdt52.gold != -10)
{ {
data->mNpcStats.mFactionRank[ref->base->faction] = ref->base->npdt52.rank; data->mNpcStats.mFactionRank[ref->base->faction] = (int)ref->base->npdt52.rank;
} }
else else
{ {
data->mNpcStats.mFactionRank[ref->base->faction] = ref->base->npdt52.rank; data->mNpcStats.mFactionRank[ref->base->faction] = (int)ref->base->npdt12.rank;
} }
} }
if(ref->base->npdt52.gold != -10)
{
for (int i=0; i<27; ++i) for (int i=0; i<27; ++i)
data->mNpcStats.mSkill[i].setBase (ref->base->npdt52.skills[i]); data->mNpcStats.mSkill[i].setBase (ref->base->npdt52.skills[i]);
@ -80,6 +82,11 @@ namespace MWClass
data->mCreatureStats.mDynamic[2].set (ref->base->npdt52.fatigue); data->mCreatureStats.mDynamic[2].set (ref->base->npdt52.fatigue);
data->mCreatureStats.mLevel = ref->base->npdt52.level; data->mCreatureStats.mLevel = ref->base->npdt52.level;
}
else
{
//TODO: do something with npdt12 maybe:p
}
// \todo add initial container content // \todo add initial container content

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