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@ -265,7 +265,6 @@ void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor)
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// Autoequip clothing, armor and weapons.
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// Equipping lights is handled in Actors::updateEquippedLight based on environment light.
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for (ContainerStoreIterator iter (begin(ContainerStore::Type_Clothing | ContainerStore::Type_Armor)); iter!=end(); ++iter)
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{
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Ptr test = *iter;
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@ -290,9 +289,12 @@ void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor)
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std::pair<std::vector<int>, bool> itemsSlots =
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iter->getClass().getEquipmentSlots (*iter);
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// checking if current item poited by iter can be equipped
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for (std::vector<int>::const_iterator iter2 (itemsSlots.first.begin());
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iter2!=itemsSlots.first.end(); ++iter2)
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{
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// if true then it means slot is equipped already
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// check if slot may require swapping if current item is more valueable
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if (slots_.at (*iter2)!=end())
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{
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Ptr old = *slots_.at (*iter2);
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@ -315,6 +317,26 @@ void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor)
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}
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else if (iter.getType() == ContainerStore::Type_Clothing)
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{
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// if left ring is equipped
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if (*iter2 == Slot_LeftRing)
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{
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// if there is a place for right ring dont swap it
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if (slots_.at(Slot_RightRing) == end())
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{
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continue;
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}
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else // if right ring is equipped too
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{
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Ptr rightRing = *slots_.at(Slot_RightRing);
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// we want to swap cheaper ring only if both are equipped
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if (rightRing.getClass().getValue(rightRing) < old.getClass().getValue(old))
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{
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continue;
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}
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}
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}
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if (old.getTypeName() == typeid(ESM::Clothing).name())
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{
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// check value
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@ -337,6 +359,7 @@ void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor)
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}
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}
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// if we are here it means item can be equipped or swapped
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slots_[*iter2] = iter;
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break;
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}
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