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@ -45,7 +45,7 @@ void Cell::updateLocal(bool forceUpdate)
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actorList->cell = *store->getCell();
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for (std::map<std::string, LocalActor *>::iterator it = localActors.begin(); it != localActors.end();)
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for (auto it = localActors.begin(); it != localActors.end();)
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{
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LocalActor *actor = it->second;
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@ -95,13 +95,9 @@ void Cell::updateLocal(bool forceUpdate)
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void Cell::updateDedicated(float dt)
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{
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if (dedicatedActors.empty()) return;
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for (std::map<std::string, DedicatedActor *>::iterator it = dedicatedActors.begin(); it != dedicatedActors.end(); ++it)
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{
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DedicatedActor *actor = it->second;
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actor->update(dt);
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}
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for(auto &actor : dedicatedActors)
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actor.second->update(dt);
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// Are we the authority over this cell? If so, uninitialize DedicatedActors
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// after the above update
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@ -113,11 +109,8 @@ void Cell::readPositions(ActorList& actorList)
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{
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initializeDedicatedActors(actorList);
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BaseActor baseActor;
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for (unsigned int i = 0; i < actorList.count; i++)
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for(const auto &baseActor : actorList.baseActors)
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{
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baseActor = actorList.baseActors.at(i);
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std::string mapIndex = Main::get().getCellController()->generateMapIndex(baseActor);
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if (dedicatedActors.count(mapIndex) > 0)
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@ -143,11 +136,8 @@ void Cell::readPositions(ActorList& actorList)
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void Cell::readAnimFlags(ActorList& actorList)
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{
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BaseActor baseActor;
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for (unsigned int i = 0; i < actorList.count; i++)
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for(const auto &baseActor : actorList.baseActors)
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{
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baseActor = actorList.baseActors.at(i);
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std::string mapIndex = Main::get().getCellController()->generateMapIndex(baseActor);
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if (dedicatedActors.count(mapIndex) > 0)
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@ -162,11 +152,8 @@ void Cell::readAnimFlags(ActorList& actorList)
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void Cell::readAnimPlay(ActorList& actorList)
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{
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BaseActor baseActor;
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for (unsigned int i = 0; i < actorList.count; i++)
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for(const auto &baseActor : actorList.baseActors)
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{
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baseActor = actorList.baseActors.at(i);
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std::string mapIndex = Main::get().getCellController()->generateMapIndex(baseActor);
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if (dedicatedActors.count(mapIndex) > 0)
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@ -184,11 +171,8 @@ void Cell::readStatsDynamic(ActorList& actorList)
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{
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initializeDedicatedActors(actorList);
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BaseActor baseActor;
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for (unsigned int i = 0; i < actorList.count; i++)
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for(const auto &baseActor : actorList.baseActors)
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{
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baseActor = actorList.baseActors.at(i);
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std::string mapIndex = Main::get().getCellController()->generateMapIndex(baseActor);
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if (dedicatedActors.count(mapIndex) > 0)
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@ -223,11 +207,8 @@ void Cell::readEquipment(ActorList& actorList)
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{
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initializeDedicatedActors(actorList);
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BaseActor baseActor;
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for (unsigned int i = 0; i < actorList.count; i++)
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for(const auto &baseActor : actorList.baseActors)
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{
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baseActor = actorList.baseActors.at(i);
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std::string mapIndex = Main::get().getCellController()->generateMapIndex(baseActor);
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if (dedicatedActors.count(mapIndex) > 0)
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@ -244,11 +225,8 @@ void Cell::readEquipment(ActorList& actorList)
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void Cell::readSpeech(ActorList& actorList)
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{
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BaseActor baseActor;
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for (unsigned int i = 0; i < actorList.count; i++)
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for(const auto &baseActor : actorList.baseActors)
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{
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baseActor = actorList.baseActors.at(i);
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std::string mapIndex = Main::get().getCellController()->generateMapIndex(baseActor);
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if (dedicatedActors.count(mapIndex) > 0)
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@ -262,11 +240,8 @@ void Cell::readSpeech(ActorList& actorList)
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void Cell::readAttack(ActorList& actorList)
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{
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BaseActor baseActor;
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for (unsigned int i = 0; i < actorList.count; i++)
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for(const auto &baseActor : actorList.baseActors)
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{
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baseActor = actorList.baseActors.at(i);
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std::string mapIndex = Main::get().getCellController()->generateMapIndex(baseActor);
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if (dedicatedActors.count(mapIndex) > 0)
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@ -296,12 +271,10 @@ void Cell::readCellChange(ActorList& actorList)
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{
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initializeDedicatedActors(actorList);
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BaseActor baseActor;
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CellController *cellController = Main::get().getCellController();
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for (unsigned int i = 0; i < actorList.count; i++)
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for(const auto &baseActor : actorList.baseActors)
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{
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baseActor = actorList.baseActors.at(i);
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std::string mapIndex = Main::get().getCellController()->generateMapIndex(baseActor);
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if (dedicatedActors.count(mapIndex) > 0)
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@ -371,13 +344,11 @@ void Cell::initializeLocalActor(const MWWorld::Ptr& ptr)
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void Cell::initializeLocalActors()
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{
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std::vector<MWWorld::LiveCellRefBase*> *mergedRefs = store->getMergedRefs();
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for (std::vector<MWWorld::LiveCellRefBase*>::iterator it = mergedRefs->begin(); it != mergedRefs->end(); ++it)
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for (const auto &mergedRef : store->getMergedRefs())
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{
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if ((*it)->mClass->isActor())
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if (mergedRef->mClass->isActor())
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{
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MWWorld::Ptr ptr(*it, store);
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MWWorld::Ptr ptr(mergedRef, store);
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// If this Ptr is lacking a unique index, ignore it
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if (ptr.getCellRef().getRefNum().mIndex == 0 && ptr.getCellRef().getMpNum() == 0) continue;
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@ -407,11 +378,8 @@ void Cell::initializeDedicatedActor(const MWWorld::Ptr& ptr)
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void Cell::initializeDedicatedActors(ActorList& actorList)
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{
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BaseActor baseActor;
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for (unsigned int i = 0; i < actorList.count; i++)
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for(const auto &baseActor : actorList.baseActors)
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{
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baseActor = actorList.baseActors.at(i);
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std::string mapIndex = Main::get().getCellController()->generateMapIndex(baseActor);
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// If this key doesn't exist, create it
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@ -428,10 +396,10 @@ void Cell::initializeDedicatedActors(ActorList& actorList)
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void Cell::uninitializeLocalActors()
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{
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for (std::map<std::string, LocalActor *>::iterator it = localActors.begin(); it != localActors.end(); ++it)
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for(const auto &actor : localActors)
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{
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Main::get().getCellController()->removeLocalActorRecord(it->first);
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delete it->second;
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Main::get().getCellController()->removeLocalActorRecord(actor.first);
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delete actor.second;
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}
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localActors.clear();
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@ -439,10 +407,10 @@ void Cell::uninitializeLocalActors()
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void Cell::uninitializeDedicatedActors()
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{
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for (std::map<std::string, DedicatedActor *>::iterator it = dedicatedActors.begin(); it != dedicatedActors.end(); ++it)
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for(const auto &actor : dedicatedActors)
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{
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Main::get().getCellController()->removeDedicatedActorRecord(it->first);
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delete it->second;
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Main::get().getCellController()->removeDedicatedActorRecord(actor.first);
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delete actor.second;
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}
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dedicatedActors.clear();
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