diff --git a/apps/openmw/mwmechanics/creaturestats.cpp b/apps/openmw/mwmechanics/creaturestats.cpp index a53caf1451..2cb66e78d5 100644 --- a/apps/openmw/mwmechanics/creaturestats.cpp +++ b/apps/openmw/mwmechanics/creaturestats.cpp @@ -597,28 +597,6 @@ namespace MWMechanics mAiSequence.readState(state.mAiSequence); mMagicEffects.readState(state.mMagicEffects); - // Rebuild the bound item cache - for(int effectId = ESM::MagicEffect::BoundDagger; effectId <= ESM::MagicEffect::BoundGloves; effectId++) - { - if(mMagicEffects.get(effectId).getMagnitude() > 0) - mBoundItems.insert(effectId); - else - { - // Check active spell effects - // We can't use mActiveSpells::getMagicEffects here because it doesn't include expired effects - auto spell = std::find_if(mActiveSpells.begin(), mActiveSpells.end(), [&] (const auto& spell) - { - const auto& effects = spell.getEffects(); - return std::find_if(effects.begin(), effects.end(), [&] (const auto& effect) - { - return effect.mEffectId == effectId; - }) != effects.end(); - }); - if(spell != mActiveSpells.end()) - mBoundItems.insert(effectId); - } - } - mSummonedCreatures = state.mSummonedCreatures; mSummonGraveyard = state.mSummonGraveyard; diff --git a/apps/openmw/mwmechanics/creaturestats.hpp b/apps/openmw/mwmechanics/creaturestats.hpp index 2bcb452292..46f3410912 100644 --- a/apps/openmw/mwmechanics/creaturestats.hpp +++ b/apps/openmw/mwmechanics/creaturestats.hpp @@ -261,10 +261,6 @@ namespace MWMechanics void setHitAttemptActorId(const int actorId); int getHitAttemptActorId() const; - // Note, this is just a cache to avoid checking the whole container store every frame. We don't need to store it in saves. - // TODO: Put it somewhere else? - std::set mBoundItems; - void writeState (ESM::CreatureStats& state) const; void readState (const ESM::CreatureStats& state);