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@ -1,6 +1,7 @@
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#ifndef OPENMW_ESM_CELLREF_H
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#define OPENMW_ESM_CELLREF_H
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#include <cstdint>
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#include <string>
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#include "components/esm/defs.hpp"
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@ -48,7 +49,7 @@ namespace ESM
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ESM::RefId mFaction;
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// PC faction rank required to use the item. Sometimes is -1, which means "any rank".
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int mFactionRank;
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int32_t mFactionRank;
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// For weapon or armor, this is the remaining item health.
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// For tools (lockpicks, probes, repair hammer) it is the remaining uses.
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@ -56,7 +57,7 @@ namespace ESM
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// This could be -1 if the charge was not touched yet (i.e. full).
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union
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{
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int mChargeInt; // Used by everything except lights
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int32_t mChargeInt; // Used by everything except lights
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float mChargeFloat; // Used only by lights
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};
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float mChargeIntRemainder; // Stores amount of charge not subtracted from mChargeInt
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@ -65,7 +66,7 @@ namespace ESM
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float mEnchantmentCharge;
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// This is 5 for Gold_005 references, 100 for Gold_100 and so on.
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int mGoldValue;
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int32_t mGoldValue;
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// For doors - true if this door teleports to somewhere else, false
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// if it should open through animation.
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@ -78,7 +79,7 @@ namespace ESM
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std::string mDestCell;
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// Lock level for doors and containers
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int mLockLevel;
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int32_t mLockLevel;
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bool mIsLocked{};
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ESM::RefId mKey, mTrap; // Key and trap ID names, if any
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