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added first batch of magic effect columns (re-using existing columns)
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3 changed files with 12 additions and 0 deletions
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@ -188,6 +188,8 @@ namespace CSMWorld
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{ ColumnId_RefNum, "RefNum" },
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{ ColumnId_Creature, "Creature" },
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{ ColumnId_SoundGeneratorType, "Sound Generator Type" },
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{ ColumnId_AllowSpellmaking, "Allow Spellmaking" },
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{ ColumnId_AllowEnchanting, "Allow Enchanting" },
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{ ColumnId_UseValue1, "Use value 1" },
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{ ColumnId_UseValue2, "Use value 2" },
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@ -181,6 +181,8 @@ namespace CSMWorld
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ColumnId_RefNum = 169,
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ColumnId_Creature = 170,
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ColumnId_SoundGeneratorType = 171,
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ColumnId_AllowSpellmaking = 172,
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ColumnId_AllowEnchanting = 173,
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// Allocated to a separate value range, so we don't get a collision should we ever need
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// to extend the number of use values.
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@ -231,6 +231,14 @@ CSMWorld::Data::Data (ToUTF8::FromType encoding, const ResourcesManager& resourc
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mMagicEffects.addColumn (new RecordStateColumn<ESM::MagicEffect>);
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mMagicEffects.addColumn (new FixedRecordTypeColumn<ESM::MagicEffect> (UniversalId::Type_MagicEffect));
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mMagicEffects.addColumn (new FlagColumn<ESM::MagicEffect> (
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Columns::ColumnId_AllowSpellmaking, ESM::MagicEffect::AllowSpellmaking));
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mMagicEffects.addColumn (new FlagColumn<ESM::MagicEffect> (
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Columns::ColumnId_AllowEnchanting, ESM::MagicEffect::AllowEnchanting));
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mMagicEffects.addColumn (new FlagColumn<ESM::MagicEffect> (
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Columns::ColumnId_NegativeLight, ESM::MagicEffect::NegativeLight));
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mMagicEffects.addColumn (new DescriptionColumn<ESM::MagicEffect>);
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mRefs.addColumn (new StringIdColumn<CellRef> (true));
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mRefs.addColumn (new RecordStateColumn<CellRef>);
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mRefs.addColumn (new FixedRecordTypeColumn<CellRef> (UniversalId::Type_Reference));
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