mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-16 20:19:57 +00:00
Light charge handling fix
This commit is contained in:
parent
db64ff6645
commit
5e0428243b
14 changed files with 47 additions and 87 deletions
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@ -261,7 +261,7 @@ void loadCell(ESM::Cell &cell, ESM::ESMReader &esm, Arguments& info)
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std::cout << " Faction: '" << ref.mFaction << "'" << std::endl;
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std::cout << " Faction rank: '" << ref.mFactionRank << "'" << std::endl;
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std::cout << " Enchantment charge: '" << ref.mEnchantmentCharge << "'\n";
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std::cout << " Uses/health: '" << ref.mCharge << "'\n";
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std::cout << " Uses/health: '" << ref.mChargeInt << "'\n";
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std::cout << " Gold value: '" << ref.mGoldValue << "'\n";
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std::cout << " Blocked: '" << static_cast<int>(ref.mReferenceBlocked) << "'" << std::endl;
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std::cout << " Deleted: " << deleted << std::endl;
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@ -12,10 +12,10 @@ namespace ESSImport
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{
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ESM::ObjectState objstate;
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objstate.blank();
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objstate.mRef = *it;
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objstate.mRef.mRefID = Misc::StringUtils::lowerCase(it->mId);
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objstate.mCount = std::abs(it->mCount); // restocking items have negative count in the savefile
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// openmw handles them differently, so no need to set any flags
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objstate.mRef.mCharge = it->mCondition;
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state.mItems.push_back(std::make_pair(objstate, it->mRelativeEquipmentSlot));
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}
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}
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@ -45,9 +45,9 @@ namespace ESSImport
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// for XSOL and XCHG seen so far, but probably others too
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item.ESM::CellRef::loadData(esm);
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item.mCondition = -1;
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// FIXME: for Lights, this is actually a float
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esm.getHNOT(item.mCondition, "XHLT");
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int charge=-1;
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esm.getHNOT(charge, "XHLT");
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item.mChargeInt = charge;
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}
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mItems.push_back(item);
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@ -20,7 +20,6 @@ namespace ESSImport
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{
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std::string mId;
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int mCount;
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int mCondition;
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int mRelativeEquipmentSlot;
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};
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std::vector<InventoryItem> mItems;
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@ -1053,13 +1053,13 @@ namespace CSMWorld
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virtual QVariant get (const Record<ESXRecordT>& record) const
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{
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return record.get().mCharge;
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return record.get().mChargeInt;
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}
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virtual void set (Record<ESXRecordT>& record, const QVariant& data)
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{
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ESXRecordT record2 = record.get();
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record2.mCharge = data.toInt();
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record2.mChargeInt = data.toInt();
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record.setModified (record2);
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}
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@ -26,27 +26,6 @@
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#include "../mwrender/actors.hpp"
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#include "../mwrender/renderinginterface.hpp"
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namespace
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{
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struct LightCustomData : public MWWorld::CustomData
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{
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float mTime;
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///< Time remaining
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LightCustomData(MWWorld::Ptr ptr)
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{
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MWWorld::LiveCellRef<ESM::Light> *ref = ptr.get<ESM::Light>();
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mTime = ref->mBase->mData.mTime;
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}
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///< Constructs this CustomData from the base values for Ptr.
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virtual MWWorld::CustomData *clone() const
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{
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return new LightCustomData (*this);
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}
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};
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}
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namespace MWClass
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{
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std::string Light::getId (const MWWorld::Ptr& ptr) const
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@ -219,17 +198,16 @@ namespace MWClass
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void Light::setRemainingUsageTime (const MWWorld::Ptr& ptr, float duration) const
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{
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ensureCustomData(ptr);
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float &timeRemaining = dynamic_cast<LightCustomData&> (*ptr.getRefData().getCustomData()).mTime;
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timeRemaining = duration;
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ptr.getCellRef().setChargeFloat(duration);
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}
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float Light::getRemainingUsageTime (const MWWorld::Ptr& ptr) const
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{
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ensureCustomData(ptr);
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return dynamic_cast<LightCustomData&> (*ptr.getRefData().getCustomData()).mTime;
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MWWorld::LiveCellRef<ESM::Light> *ref = ptr.get<ESM::Light>();
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if (ptr.getCellRef().getCharge() == -1)
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return ref->mBase->mData.mTime;
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else
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return ptr.getCellRef().getChargeFloat();
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}
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MWWorld::Ptr
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@ -241,12 +219,6 @@ namespace MWClass
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return MWWorld::Ptr(&cell.get<ESM::Light>().insert(*ref), &cell);
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}
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void Light::ensureCustomData (const MWWorld::Ptr& ptr) const
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{
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if (!ptr.getRefData().getCustomData())
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ptr.getRefData().setCustomData(new LightCustomData(ptr));
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}
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bool Light::canSell (const MWWorld::Ptr& item, int npcServices) const
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{
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return npcServices & ESM::NPC::Lights;
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@ -282,22 +254,6 @@ namespace MWClass
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return std::make_pair(1,"");
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}
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void Light::readAdditionalState (const MWWorld::Ptr& ptr, const ESM::ObjectState& state)
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const
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{
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ensureCustomData (ptr);
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dynamic_cast<LightCustomData&> (*ptr.getRefData().getCustomData()).mTime = state.mTime;
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}
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void Light::writeAdditionalState (const MWWorld::Ptr& ptr, ESM::ObjectState& state)
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const
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{
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ensureCustomData (ptr);
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state.mTime = dynamic_cast<LightCustomData&> (*ptr.getRefData().getCustomData()).mTime;
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}
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std::string Light::getSound(const MWWorld::Ptr& ptr) const
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{
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return ptr.get<ESM::Light>()->mBase->mSound;
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@ -10,8 +10,6 @@ namespace MWClass
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virtual MWWorld::Ptr
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copyToCellImpl(const MWWorld::Ptr &ptr, MWWorld::CellStore &cell) const;
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void ensureCustomData (const MWWorld::Ptr& ptr) const;
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public:
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/// Return ID of \a ptr
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@ -75,14 +73,6 @@ namespace MWClass
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std::pair<int, std::string> canBeEquipped(const MWWorld::Ptr &ptr, const MWWorld::Ptr &npc) const;
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virtual void readAdditionalState (const MWWorld::Ptr& ptr, const ESM::ObjectState& state)
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const;
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///< Read additional state from \a state into \a ptr.
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virtual void writeAdditionalState (const MWWorld::Ptr& ptr, ESM::ObjectState& state)
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const;
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///< Write additional state from \a ptr into \a state.
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virtual std::string getSound(const MWWorld::Ptr& ptr) const;
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};
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}
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@ -81,15 +81,29 @@ namespace MWWorld
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int CellRef::getCharge() const
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{
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return mCellRef.mCharge;
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return mCellRef.mChargeInt;
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}
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void CellRef::setCharge(int charge)
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{
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if (charge != mCellRef.mCharge)
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if (charge != mCellRef.mChargeInt)
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{
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mChanged = true;
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mCellRef.mCharge = charge;
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mCellRef.mChargeInt = charge;
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}
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}
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float CellRef::getChargeFloat() const
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{
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return mCellRef.mChargeFloat;
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}
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void CellRef::setChargeFloat(float charge)
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{
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if (charge != mCellRef.mChargeFloat)
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{
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mChanged = true;
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mCellRef.mChargeFloat = charge;
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}
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}
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@ -60,8 +60,11 @@ namespace MWWorld
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// For weapon or armor, this is the remaining item health.
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// For tools (lockpicks, probes, repair hammer) it is the remaining uses.
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// If this returns int(-1) it means full health.
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int getCharge() const;
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float getChargeFloat() const; // Implemented as union with int charge
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void setCharge(int charge);
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void setChargeFloat(float charge);
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// The NPC that owns this object (and will get angry if you steal it)
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std::string getOwner() const;
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@ -28,7 +28,7 @@ namespace MWWorld
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cellRef.mRefID = name;
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cellRef.mScale = 1;
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cellRef.mFactionRank = 0;
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cellRef.mCharge = -1;
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cellRef.mChargeInt = -1;
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cellRef.mGoldValue = 1;
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cellRef.mEnchantmentCharge = -1;
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cellRef.mTeleport = false;
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@ -46,12 +46,12 @@ void ESM::CellRef::loadData(ESMReader &esm)
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esm.getHNOT (mFactionRank, "INDX");
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mGoldValue = 1;
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mCharge = -1;
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mChargeInt = -1;
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mEnchantmentCharge = -1;
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esm.getHNOT (mEnchantmentCharge, "XCHG");
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esm.getHNOT (mCharge, "INTV");
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esm.getHNOT (mChargeInt, "INTV");
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esm.getHNOT (mGoldValue, "NAM9");
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@ -106,8 +106,8 @@ void ESM::CellRef::save (ESMWriter &esm, bool wideRefNum, bool inInventory) cons
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if (mEnchantmentCharge != -1)
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esm.writeHNT("XCHG", mEnchantmentCharge);
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if (mCharge != -1)
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esm.writeHNT("INTV", mCharge);
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if (mChargeInt != -1)
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esm.writeHNT("INTV", mChargeInt);
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if (mGoldValue != 1) {
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esm.writeHNT("NAM9", mGoldValue);
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@ -146,7 +146,7 @@ void ESM::CellRef::blank()
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mSoul.clear();
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mFaction.clear();
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mFactionRank = -2;
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mCharge = -1;
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mChargeInt = -1;
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mEnchantmentCharge = -1;
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mGoldValue = 0;
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mDestCell.clear();
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@ -59,7 +59,11 @@ namespace ESM
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// For weapon or armor, this is the remaining item health.
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// For tools (lockpicks, probes, repair hammer) it is the remaining uses.
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int mCharge;
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union
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{
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int mChargeInt;
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float mChargeFloat;
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};
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// Remaining enchantment charge. This could be -1 if the charge was not touched yet (i.e. full).
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float mEnchantmentCharge;
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@ -24,9 +24,9 @@ void ESM::ObjectState::load (ESMReader &esm)
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esm.getHNOT (mLocalRotation, "LROT", 12);
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// used for lights only
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mTime = 0;
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esm.getHNOT (mTime, "LTIM");
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// obsolete
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int unused;
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esm.getHNOT(unused, "LTIM");
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// FIXME: assuming "false" as default would make more sense, but also break compatibility with older save files
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mHasCustomState = true;
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@ -55,9 +55,6 @@ void ESM::ObjectState::save (ESMWriter &esm, bool inInventory) const
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esm.writeHNT ("LROT", mLocalRotation, 12);
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}
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if (mTime)
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esm.writeHNT ("LTIM", mTime);
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if (!mHasCustomState)
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esm.writeHNT ("HCUS", false);
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}
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@ -74,7 +71,6 @@ void ESM::ObjectState::blank()
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mPosition.rot[i] = 0;
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mLocalRotation[i] = 0;
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}
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mTime = 0;
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mHasCustomState = true;
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}
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@ -26,8 +26,6 @@ namespace ESM
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ESM::Position mPosition;
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float mLocalRotation[3];
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float mTime; // Used for lights only. Overhead should not be so awful, besides CellRef isn't OO either
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// Is there any class-specific state following the ObjectState
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bool mHasCustomState;
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