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	ESSImport: note where skill progress is stored (not converted yet)
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					 3 changed files with 6 additions and 3 deletions
				
			
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					@ -409,7 +409,7 @@ private:
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/// Seen responses for a dialogue topic?
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					/// Seen responses for a dialogue topic?
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/// Each DIAL record is followed by a number of INFO records, I believe, just like in ESMs
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					/// Each DIAL record is followed by a number of INFO records, I believe, just like in ESMs
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/// Dialogue conversion problems (probably have to adjust OpenMW format) -
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					/// Dialogue conversion problems:
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/// - Journal is stored in one continuous HTML markup rather than each entry separately with associated info ID.
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					/// - Journal is stored in one continuous HTML markup rather than each entry separately with associated info ID.
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/// - Seen dialogue responses only store the INFO id, rather than the fulltext.
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					/// - Seen dialogue responses only store the INFO id, rather than the fulltext.
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/// - Quest stages only store the INFO id, rather than the journal entry fulltext.
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					/// - Quest stages only store the INFO id, rather than the journal entry fulltext.
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					@ -24,6 +24,9 @@ namespace ESSImport
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        if (pcdt.mPNAM.mDrawState & PCDT::DrawState_Spell)
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					        if (pcdt.mPNAM.mDrawState & PCDT::DrawState_Spell)
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            out.mObject.mCreatureStats.mDrawState = 2;
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					            out.mObject.mCreatureStats.mDrawState = 2;
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					        // TODO: convert PNAM.mSkillProgress, needs to be converted to uniform scale
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					        // (or change openmw to accept non-uniform skill progress)
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        firstPersonCam = (pcdt.mPNAM.mCameraState == PCDT::CameraState_FirstPerson);
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					        firstPersonCam = (pcdt.mPNAM.mCameraState == PCDT::CameraState_FirstPerson);
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        for (std::vector<std::string>::const_iterator it = pcdt.mKnownDialogueTopics.begin();
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					        for (std::vector<std::string>::const_iterator it = pcdt.mKnownDialogueTopics.begin();
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					@ -65,8 +65,8 @@ struct PCDT
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    {
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					    {
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        short mDrawState; // DrawState
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					        short mDrawState; // DrawState
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        short mCameraState; // CameraState
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					        short mCameraState; // CameraState
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        unsigned char mLevelProgress;
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					        unsigned int mLevelProgress;
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        unsigned char mUnknown2[111];
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					        float mSkillProgress[27]; // skill progress, non-uniform scaled
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        unsigned char mSkillIncreases[8]; // number of skill increases for each attribute
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					        unsigned char mSkillIncreases[8]; // number of skill increases for each attribute
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        unsigned char mUnknown3[88];
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					        unsigned char mUnknown3[88];
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    };
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					    };
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