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added enums for spells
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cdac934315
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4 changed files with 8 additions and 0 deletions
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@ -175,6 +175,7 @@ namespace CSMWorld
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{ ColumnId_Scope, "Scope" },
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{ ColumnId_ReferenceableId, "Referenceable ID" },
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{ ColumnId_InventoryItemId, "ID"},
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{ ColumnId_SpellId, "ID"},
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{ ColumnId_ItemCount, "Count"},
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{ ColumnId_CombatState, "Combat" },
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{ ColumnId_MagicState, "Magic" },
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@ -180,6 +180,8 @@ namespace CSMWorld
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ColumnId_BodyPartType = 165,
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ColumnId_MeshType = 166,
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ColumnId_ActorInventory = 167,
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ColumnId_ActorSpells = 168,
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ColumnId_SpellId = 169,
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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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@ -446,6 +446,7 @@ namespace CSMWorld
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const RefIdColumn *mFight;
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const RefIdColumn *mAlarm;
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const RefIdColumn *mInventory;
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const RefIdColumn *mSpells;
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std::map<const RefIdColumn *, unsigned int> mServices;
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ActorColumns (const NameColumns& base) : NameColumns (base) {}
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@ -104,6 +104,10 @@ CSMWorld::RefIdCollection::RefIdCollection()
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mColumns.back().addNestedColumn(Columns::ColumnId_InventoryItemId, CSMWorld::ColumnBase::Display_String);
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mColumns.back().addNestedColumn(Columns::ColumnId_ItemCount, CSMWorld::ColumnBase::Display_Integer);
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mColumns.push_back(RefIdColumn (Columns::ColumnId_ActorSpells, ColumnBase::Display_NestedSpellList, ColumnBase::Flag_Dialogue, true, true, true));
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actorsColumns.mSpells = &mColumns.back();
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mColumns.back().addNestedColumn(Columns::ColumnId_SpellId, CSMWorld::ColumnBase::Display_String);
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static const struct
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{
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int mName;
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