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Reuse isPlayer variable instead of using operator !=
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77eaf2082f
commit
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1 changed files with 4 additions and 4 deletions
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@ -1450,7 +1450,7 @@ namespace MWMechanics
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bool inProcessingRange = distSqr <= mActorsProcessingRange*mActorsProcessingRange;
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// If dead or no longer in combat, no longer store any actors who attempted to hit us. Also remove for the player.
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if (actor.getPtr() != player && (actor.getPtr().getClass().getCreatureStats(actor.getPtr()).isDead()
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if (!isPlayer && (actor.getPtr().getClass().getCreatureStats(actor.getPtr()).isDead()
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|| !actor.getPtr().getClass().getCreatureStats(actor.getPtr()).getAiSequence().isInCombat()
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|| !inProcessingRange))
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{
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@ -1504,10 +1504,10 @@ namespace MWMechanics
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if (mTimerUpdateHeadTrack == 0)
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updateHeadTracking(actor.getPtr(), mActors, isPlayer, ctrl);
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if (actor.getPtr().getClass().isNpc() && actor.getPtr() != player)
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if (actor.getPtr().getClass().isNpc() && !isPlayer)
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updateCrimePursuit(actor.getPtr(), duration);
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if (actor.getPtr() != player)
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if (!isPlayer)
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{
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CreatureStats &stats = actor.getPtr().getClass().getCreatureStats(actor.getPtr());
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if (isConscious(actor.getPtr()) && !(luaControls && luaControls->mDisableAI))
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@ -1519,7 +1519,7 @@ namespace MWMechanics
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}
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}
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}
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else if (aiActive && actor.getPtr() != player && isConscious(actor.getPtr()) && !(luaControls && luaControls->mDisableAI))
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else if (aiActive && !isPlayer && isConscious(actor.getPtr()) && !(luaControls && luaControls->mDisableAI))
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{
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CreatureStats &stats = actor.getPtr().getClass().getCreatureStats(actor.getPtr());
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stats.getAiSequence().execute(actor.getPtr(), ctrl, duration, /*outOfRange*/true);
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