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Revert "Bug #991: Don't autoequip items with harmful permanent enchantments"
This is no longer needed, since merchants no longer equip items sold to them (2f35e5a04e
). Also, items with harmful enchantments that are initially in the NPCs inventory *must* be equipped (e.g. slave bracers) This reverts commit71d9755ef1
.
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9de3abcb5f
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1 changed files with 0 additions and 23 deletions
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@ -195,29 +195,6 @@ void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor)
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std::pair<std::vector<int>, bool> itemsSlots =
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std::pair<std::vector<int>, bool> itemsSlots =
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MWWorld::Class::get (*iter).getEquipmentSlots (*iter);
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MWWorld::Class::get (*iter).getEquipmentSlots (*iter);
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// Skip items that have *only* harmful permanent effects
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if (!test.getClass().getEnchantment(test).empty())
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{
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const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
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const ESM::Enchantment* enchantment = store.get<ESM::Enchantment>().find(test.getClass().getEnchantment(test));
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bool harmfulEffect = false;
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bool usefulEffect = false;
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if (enchantment->mData.mType == ESM::Enchantment::ConstantEffect)
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{
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for (std::vector<ESM::ENAMstruct>::const_iterator it = enchantment->mEffects.mList.begin();
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it != enchantment->mEffects.mList.end(); ++it)
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{
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const ESM::MagicEffect* effect = store.get<ESM::MagicEffect>().find(it->mEffectID);
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if (effect->mData.mFlags & ESM::MagicEffect::Harmful)
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harmfulEffect = true;
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else
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usefulEffect = true;
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}
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}
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if (harmfulEffect && !usefulEffect)
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continue;
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}
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for (std::vector<int>::const_iterator iter2 (itemsSlots.first.begin());
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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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iter2!=itemsSlots.first.end(); ++iter2)
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{
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{
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