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Merge pull request #2114 from Capostrophic/cleanup
Remove some redundant code
This commit is contained in:
commit
9d1c0d2b22
8 changed files with 5 additions and 42 deletions
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@ -1,9 +1,5 @@
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#include "ref.hpp"
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#include "ref.hpp"
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#include <cmath>
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#include <sstream>
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#include "cellcoordinates.hpp"
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#include "cellcoordinates.hpp"
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CSMWorld::CellRef::CellRef() : mNew (true)
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CSMWorld::CellRef::CellRef() : mNew (true)
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@ -1,7 +1,5 @@
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#include "aiwander.hpp"
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#include "aiwander.hpp"
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#include <cfloat>
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#include <components/debug/debuglog.hpp>
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#include <components/debug/debuglog.hpp>
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#include <components/misc/rng.hpp>
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#include <components/misc/rng.hpp>
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#include <components/esm/aisequence.hpp>
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#include <components/esm/aisequence.hpp>
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@ -240,19 +240,6 @@ namespace MWMechanics
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return true;
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return true;
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}
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}
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ESM::Skill::SkillEnum mapSchoolToSkill(int school)
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{
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std::map<int, ESM::Skill::SkillEnum> schoolSkillMap; // maps spell school to skill id
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schoolSkillMap[0] = ESM::Skill::Alteration;
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schoolSkillMap[1] = ESM::Skill::Conjuration;
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schoolSkillMap[3] = ESM::Skill::Illusion;
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schoolSkillMap[2] = ESM::Skill::Destruction;
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schoolSkillMap[4] = ESM::Skill::Mysticism;
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schoolSkillMap[5] = ESM::Skill::Restoration;
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assert(schoolSkillMap.find(school) != schoolSkillMap.end());
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return schoolSkillMap[school];
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}
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void calcWeakestSchool (const ESM::Spell* spell, const int* actorSkills, int& effectiveSchool, float& skillTerm)
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void calcWeakestSchool (const ESM::Spell* spell, const int* actorSkills, int& effectiveSchool, float& skillTerm)
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{
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{
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// Morrowind for some reason uses a formula slightly different from magicka cost calculation
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// Morrowind for some reason uses a formula slightly different from magicka cost calculation
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@ -288,7 +275,7 @@ namespace MWMechanics
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if (effect.mRange == ESM::RT_Target)
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if (effect.mRange == ESM::RT_Target)
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x *= 1.5f;
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x *= 1.5f;
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float s = 2.f * actorSkills[mapSchoolToSkill(magicEffect->mData.mSchool)];
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float s = 2.f * actorSkills[spellSchoolToSkill(magicEffect->mData.mSchool)];
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if (s - x < minChance)
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if (s - x < minChance)
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{
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{
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minChance = s - x;
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minChance = s - x;
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@ -308,7 +295,7 @@ namespace MWMechanics
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float skillTerm = 0;
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float skillTerm = 0;
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if (effectiveSchool != -1)
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if (effectiveSchool != -1)
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skillTerm = 2.f * actorSkills[mapSchoolToSkill(effectiveSchool)];
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skillTerm = 2.f * actorSkills[spellSchoolToSkill(effectiveSchool)];
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else
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else
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calcWeakestSchool(spell, actorSkills, effectiveSchool, skillTerm); // Note effectiveSchool is unused after this
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calcWeakestSchool(spell, actorSkills, effectiveSchool, skillTerm); // Note effectiveSchool is unused after this
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@ -1,9 +1,6 @@
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#ifndef OPENMW_AUTOCALCSPELL_H
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#ifndef OPENMW_AUTOCALCSPELL_H
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#define OPENMW_AUTOCALCSPELL_H
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#define OPENMW_AUTOCALCSPELL_H
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#include <cfloat>
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#include <set>
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#include <components/esm/loadspel.hpp>
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#include <components/esm/loadspel.hpp>
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#include <components/esm/loadskil.hpp>
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#include <components/esm/loadskil.hpp>
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#include <components/esm/loadrace.hpp>
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#include <components/esm/loadrace.hpp>
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@ -22,8 +19,6 @@ std::vector<std::string> autoCalcPlayerSpells(const int* actorSkills, const int*
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bool attrSkillCheck (const ESM::Spell* spell, const int* actorSkills, const int* actorAttributes);
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bool attrSkillCheck (const ESM::Spell* spell, const int* actorSkills, const int* actorAttributes);
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ESM::Skill::SkillEnum mapSchoolToSkill(int school);
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void calcWeakestSchool(const ESM::Spell* spell, const int* actorSkills, int& effectiveSchool, float& skillTerm);
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void calcWeakestSchool(const ESM::Spell* spell, const int* actorSkills, int& effectiveSchool, float& skillTerm);
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float calcAutoCastChance(const ESM::Spell* spell, const int* actorSkills, const int* actorAttributes, int effectiveSchool);
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float calcAutoCastChance(const ESM::Spell* spell, const int* actorSkills, const int* actorAttributes, int effectiveSchool);
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@ -60,13 +60,6 @@ void wrap(float& rad)
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rad = std::fmod(rad-osg::PI, 2.0f*osg::PI)+osg::PI;
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rad = std::fmod(rad-osg::PI, 2.0f*osg::PI)+osg::PI;
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}
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}
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std::string toString(int num)
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{
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std::ostringstream stream;
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stream << num;
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return stream.str();
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}
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std::string getBestAttack (const ESM::Weapon* weapon)
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std::string getBestAttack (const ESM::Weapon* weapon)
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{
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{
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int slash = (weapon->mData.mSlash[0] + weapon->mData.mSlash[1])/2;
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int slash = (weapon->mData.mSlash[0] + weapon->mData.mSlash[1])/2;
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@ -235,13 +228,13 @@ public:
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std::string CharacterController::chooseRandomGroup (const std::string& prefix, int* num) const
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std::string CharacterController::chooseRandomGroup (const std::string& prefix, int* num) const
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{
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{
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int numAnims=0;
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int numAnims=0;
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while (mAnimation->hasAnimation(prefix + toString(numAnims+1)))
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while (mAnimation->hasAnimation(prefix + std::to_string(numAnims+1)))
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++numAnims;
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++numAnims;
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int roll = Misc::Rng::rollDice(numAnims) + 1; // [1, numAnims]
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int roll = Misc::Rng::rollDice(numAnims) + 1; // [1, numAnims]
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if (num)
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if (num)
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*num = roll;
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*num = roll;
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return prefix + toString(roll);
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return prefix + std::to_string(roll);
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}
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}
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void CharacterController::refreshHitRecoilAnims(CharacterState& idle)
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void CharacterController::refreshHitRecoilAnims(CharacterState& idle)
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@ -783,7 +776,7 @@ void CharacterController::playDeath(float startpoint, CharacterState death)
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mCurrentDeath = "deathknockout";
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mCurrentDeath = "deathknockout";
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break;
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break;
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default:
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default:
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mCurrentDeath = "death" + toString(death - CharState_Death1 + 1);
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mCurrentDeath = "death" + std::to_string(death - CharState_Death1 + 1);
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}
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}
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mDeathState = death;
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mDeathState = death;
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@ -1,8 +1,5 @@
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#include "mechanicsmanagerimp.hpp"
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#include "mechanicsmanagerimp.hpp"
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#include <limits.h>
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#include <set>
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#include <components/misc/rng.hpp>
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#include <components/misc/rng.hpp>
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#include <components/esm/esmwriter.hpp>
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#include <components/esm/esmwriter.hpp>
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#include "spellcasting.hpp"
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#include "spellcasting.hpp"
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#include <cfloat>
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#include <limits>
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#include <limits>
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#include <iomanip>
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#include <iomanip>
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#include "objects.hpp"
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#include "objects.hpp"
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#include <cmath>
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#include <osg/Group>
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#include <osg/Group>
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#include <osg/UserDataContainer>
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#include <osg/UserDataContainer>
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