mirror of
https://github.com/OpenMW/openmw.git
synced 2025-01-30 09:15:38 +00:00
Merge branch 'clean_includes' into 'master'
Cleanup includes See merge request OpenMW/openmw!2307
This commit is contained in:
commit
5aa1ab2c62
27 changed files with 71 additions and 37 deletions
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@ -3,6 +3,7 @@
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#include <vector>
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#include <optional>
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#include <string>
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#include <components/esm/format.hpp>
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@ -14,7 +14,6 @@
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#include <components/esm3/esmreader.hpp>
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#include <components/esm3/esmwriter.hpp>
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#include <components/esm/records.hpp>
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#include <components/esm/format.hpp>
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#include <components/files/openfile.hpp>
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#include <components/misc/strings/algorithm.hpp>
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@ -14,11 +14,8 @@
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#include "importnpcc.hpp"
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#include "importcrec.hpp"
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#include "importcntc.hpp"
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#include "importplayer.hpp"
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#include "importsplm.h"
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namespace ESSImport
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{
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@ -8,8 +8,6 @@
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#include <components/esm3/cellref.hpp>
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#include <components/esm/esmcommon.hpp>
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#include "importacdt.hpp"
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namespace ESM
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{
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class ESMReader;
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@ -1,5 +1,7 @@
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#include "graphicspage.hpp"
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#include "sdlinit.hpp"
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#include <QMessageBox>
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#include <QScreen>
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@ -5,8 +5,6 @@
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#include <components/settings/settings.hpp>
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#include "sdlinit.hpp"
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namespace Files { struct ConfigurationManager; }
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namespace Launcher
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@ -14,7 +14,6 @@
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#include <components/esm3/loadbody.hpp>
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#include <components/misc/weakcache.hpp>
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#include "refidcollection.hpp"
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#include "idcollection.hpp"
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namespace ESM
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@ -25,6 +24,7 @@ namespace ESM
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namespace CSMWorld
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{
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class Data;
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class RefIdCollection;
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/// Adapts multiple collections to provide the data needed to render
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/// an npc or creature.
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@ -5,6 +5,8 @@
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#include <ostream>
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#include <sstream>
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#include <osg/Vec3d>
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#include <components/esm3/loadland.hpp>
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#include <components/misc/constants.hpp>
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@ -7,7 +7,10 @@
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#include <QMetaType>
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#include <osg/Vec3d>
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namespace osg
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{
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class Vec3d;
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}
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namespace CSMWorld
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{
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@ -1,5 +1,7 @@
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#include "cellselection.hpp"
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#include "cellcoordinates.hpp"
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#include <cmath>
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#include <stdexcept>
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#include <limits>
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@ -5,10 +5,10 @@
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#include <QMetaType>
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#include "cellcoordinates.hpp"
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namespace CSMWorld
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{
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class CellCoordinates;
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/// \brief Selection of cells in a paged worldspace
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///
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/// \note The CellSelection does not specify the worldspace it applies to.
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@ -1,5 +1,7 @@
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#include "resourcesmanager.hpp"
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#include "resources.hpp"
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#include <stdexcept>
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CSMWorld::ResourcesManager::ResourcesManager()
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{
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}
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CSMWorld::ResourcesManager::~ResourcesManager() = default;
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void CSMWorld::ResourcesManager::addResources (const Resources& resources)
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{
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mResources.insert (std::make_pair (resources.getType(), resources));
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@ -4,7 +4,6 @@
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#include <map>
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#include "universalid.hpp"
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#include "resources.hpp"
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namespace VFS
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{
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namespace CSMWorld
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{
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class Resources;
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class ResourcesManager
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{
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std::map<UniversalId::Type, Resources> mResources;
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public:
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ResourcesManager();
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~ResourcesManager();
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const VFS::Manager* getVFS() const;
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#include "mwsound/soundmanagerimp.hpp"
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#include "mwworld/class.hpp"
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#include "mwworld/player.hpp"
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#include "mwworld/worldimp.hpp"
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#include "mwrender/vismask.hpp"
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@ -11,8 +11,6 @@
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#include "mwbase/environment.hpp"
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#include "mwworld/ptr.hpp"
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namespace Resource
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{
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class ResourceSystem;
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@ -5,15 +5,7 @@
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#include <components/resource/resourcesystem.hpp>
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#include "world.hpp"
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#include "scriptmanager.hpp"
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#include "dialoguemanager.hpp"
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#include "journal.hpp"
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#include "soundmanager.hpp"
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#include "mechanicsmanager.hpp"
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#include "inputmanager.hpp"
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#include "windowmanager.hpp"
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#include "statemanager.hpp"
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#include "luamanager.hpp"
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MWBase::Environment *MWBase::Environment::sThis = nullptr;
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#define GAME_MWBASE_LUAMANAGER_H
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#include <variant>
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#include <string>
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#include <map>
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#include <SDL_events.h>
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#include <components/sdlutil/events.hpp>
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@ -19,7 +19,6 @@
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#include "../mwworld/esmstore.hpp"
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#include <MyGUI_Macros.h>
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#include <components/esm/records.hpp>
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#include "inventoryitemmodel.hpp"
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#include "sortfilteritemmodel.hpp"
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#include <MyGUI_Gui.h>
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#include <MyGUI_ScrollBar.h>
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#include <components/esm/records.hpp>
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#include <components/widgets/list.hpp>
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#include <components/misc/resourcehelpers.hpp>
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#include <components/resource/resourcesystem.hpp>
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@ -3,11 +3,14 @@
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#include "activespells.hpp"
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#include "../mwworld/ptr.hpp"
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// These functions should probably be split up into separate Lua functions for each magic effect when magic is dehardcoded.
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// That way ESM::MGEF could point to two Lua scripts for each effect. Needs discussion.
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namespace MWWorld
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{
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class Ptr;
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}
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namespace MWMechanics
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{
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enum class MagicApplicationResult
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#ifndef OPENMW_MECHANICS_SUMMONING_H
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#define OPENMW_MECHANICS_SUMMONING_H
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#include <set>
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#include "../mwworld/ptr.hpp"
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#include <string>
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#include <utility>
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#include <components/esm3/magiceffects.hpp>
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#include "magiceffects.hpp"
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namespace MWWorld
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{
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class Ptr;
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}
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namespace MWMechanics
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{
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#ifndef OPENMW_WEAPON_PRIORITY_H
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#define OPENMW_WEAPON_PRIORITY_H
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#include "../mwworld/ptr.hpp"
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namespace MWWorld
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{
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class Ptr;
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}
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namespace MWMechanics
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{
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#ifndef GAME_MWMECHANICS_WEAPONTYPE_H
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#define GAME_MWMECHANICS_WEAPONTYPE_H
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#include "../mwworld/inventorystore.hpp"
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namespace ESM
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{
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struct WeaponType;
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}
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namespace MWWorld
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{
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class Ptr;
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template <class PtrType>
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class ContainerStoreIteratorBase;
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using ContainerStoreIterator = ContainerStoreIteratorBase<Ptr>;
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}
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namespace MWMechanics
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{
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#include <components/esm3/readerscache.hpp>
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#include <components/misc/resourcehelpers.hpp>
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#include <components/resource/resourcesystem.hpp>
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#include <components/esm3/loadstat.hpp>
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#include <components/esm3/loadcell.hpp>
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#include <apps/openmw/mwbase/environment.hpp>
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#include <components/esm3/esmreader.hpp>
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#include <components/esm3/esmwriter.hpp>
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#include <components/esm/records.hpp>
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#include <components/loadinglistener/loadinglistener.hpp>
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#include <components/misc/rng.hpp>
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}
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return ptr;
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}
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void Store<ESM::LandTexture>::resize(std::size_t num) { mStatic.resize(num); }
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size_t Store<ESM::LandTexture>::getSize() const
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{
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return mStatic.size();
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#include <unordered_map>
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#include <set>
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#include <components/esm/records.hpp>
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#include <components/esm3/loadland.hpp>
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#include <components/esm3/loaddial.hpp>
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#include <components/esm3/loadpgrd.hpp>
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#include <components/esm3/loadcell.hpp>
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#include <components/misc/strings/algorithm.hpp>
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#include <components/misc/rng.hpp>
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namespace ESM
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{
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struct Land;
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struct Attribute;
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struct LandTexture;
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struct MagicEffect;
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struct Skill;
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struct WeaponType;
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class ESMReader;
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class ESMWriter;
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}
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namespace Loading
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const ESM::LandTexture *search(size_t index, size_t plugin) const;
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const ESM::LandTexture *find(size_t index, size_t plugin) const;
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void resize(size_t num) { mStatic.resize(num); }
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void resize(std::size_t num);
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size_t getSize() const override;
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size_t getSize(size_t plugin) const;
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