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store NPC state in saved game files
This commit is contained in:
parent
9f721fd144
commit
b0532e0c85
11 changed files with 383 additions and 5 deletions
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@ -1278,8 +1278,10 @@ namespace MWClass
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ensureCustomData (ptr);
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dynamic_cast<CustomData&> (*ptr.getRefData().getCustomData()).mInventoryStore.
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readState (state2.mInventory);
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CustomData& customData = dynamic_cast<CustomData&> (*ptr.getRefData().getCustomData());
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customData.mInventoryStore.readState (state2.mInventory);
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customData.mNpcStats.readState (state2.mNpcStats);
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}
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void Npc::writeAdditionalState (const MWWorld::Ptr& ptr, ESM::ObjectState& state)
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@ -1289,8 +1291,10 @@ namespace MWClass
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ensureCustomData (ptr);
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dynamic_cast<CustomData&> (*ptr.getRefData().getCustomData()).mInventoryStore.
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writeState (state2.mInventory);
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CustomData& customData = dynamic_cast<CustomData&> (*ptr.getRefData().getCustomData());
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customData.mInventoryStore.writeState (state2.mInventory);
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customData.mNpcStats.writeState (state2.mNpcStats);
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}
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const ESM::GameSetting *Npc::fMinWalkSpeed;
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@ -12,6 +12,7 @@
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#include <components/esm/loadclas.hpp>
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#include <components/esm/loadgmst.hpp>
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#include <components/esm/loadfact.hpp>
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#include <components/esm/npcstats.hpp>
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#include "../mwworld/class.hpp"
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#include "../mwworld/esmstore.hpp"
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@ -423,3 +424,79 @@ void MWMechanics::NpcStats::setTimeToStartDrowning(float time)
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assert(time>=0 && time<=20);
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mTimeToStartDrowning=time;
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}
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void MWMechanics::NpcStats::writeState (ESM::NpcStats& state) const
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{
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for (std::map<std::string, int>::const_iterator iter (mFactionRank.begin());
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iter!=mFactionRank.end(); ++iter)
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state.mFactions[iter->first].mRank = iter->second;
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state.mDisposition = mDisposition;
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for (int i=0; i<27; ++i)
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{
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mSkill[i].writeState (state.mSkills[i].mRegular);
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mWerewolfSkill[i].writeState (state.mSkills[i].mWerewolf);
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state.mSkills[i].mIncrease = mSkillIncreases[i];
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}
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state.mBounty = mBounty;
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for (std::set<std::string>::const_iterator iter (mExpelled.begin());
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iter!=mExpelled.end(); ++iter)
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state.mFactions[*iter].mExpelled = true;
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for (std::map<std::string, int>::const_iterator iter (mFactionReputation.begin());
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iter!=mFactionReputation.end(); ++iter)
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state.mFactions[iter->first].mReputation = iter->second;
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state.mReputation = mReputation;
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state.mWerewolfKills = mWerewolfKills;
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state.mProfit = mProfit;
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state.mAttackStrength = mAttackStrength;
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state.mLevelProgress = mLevelProgress;
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std::copy (mUsedIds.begin(), mUsedIds.end(), std::back_inserter (state.mUsedIds));
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state.mTimeToStartDrowning = mTimeToStartDrowning;
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state.mLastDrowningHit = mLastDrowningHit;
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state.mLevelHealthBonus = mLevelHealthBonus;
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}
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void MWMechanics::NpcStats::readState (const ESM::NpcStats& state)
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{
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for (std::map<std::string, ESM::NpcStats::Faction>::const_iterator iter (state.mFactions.begin());
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iter!=state.mFactions.end(); ++iter)
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{
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if (iter->second.mExpelled)
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mExpelled.insert (iter->first);
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if (iter->second.mRank)
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mFactionRank.insert (std::make_pair (iter->first, iter->second.mRank));
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if (iter->second.mReputation)
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mFactionReputation.insert (std::make_pair (iter->first, iter->second.mReputation));
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}
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mDisposition = state.mDisposition;
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for (int i=0; i<27; ++i)
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{
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mSkill[i].readState (state.mSkills[i].mRegular);
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mWerewolfSkill[i].readState (state.mSkills[i].mWerewolf);
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mSkillIncreases[i] = state.mSkills[i].mIncrease;
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}
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mBounty = state.mBounty;
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mReputation = state.mReputation;
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mWerewolfKills = state.mWerewolfKills;
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mProfit = state.mProfit;
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mAttackStrength = state.mAttackStrength;
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mLevelProgress = state.mLevelProgress;
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std::copy (state.mUsedIds.begin(), state.mUsedIds.end(), std::inserter (mUsedIds, mUsedIds.begin()));
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mTimeToStartDrowning = state.mTimeToStartDrowning;
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mLastDrowningHit = state.mLastDrowningHit;
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mLevelHealthBonus = state.mLevelHealthBonus;
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}
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@ -13,6 +13,7 @@
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namespace ESM
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{
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struct Class;
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struct NpcStats;
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}
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namespace MWMechanics
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@ -128,6 +129,10 @@ namespace MWMechanics
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/// Sets time left for the creature to drown if it stays underwater.
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/// @param time value from [0,20]
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void setTimeToStartDrowning(float time);
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void writeState (ESM::NpcStats& state) const;
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void readState (const ESM::NpcStats& state);
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};
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}
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29
apps/openmw/mwmechanics/stat.cpp
Normal file
29
apps/openmw/mwmechanics/stat.cpp
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@ -0,0 +1,29 @@
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#include "stat.hpp"
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void MWMechanics::AttributeValue::writeState (ESM::StatState<int>& state) const
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{
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state.mBase = mBase;
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state.mMod = mModifier;
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state.mDamage = mDamage;
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}
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void MWMechanics::AttributeValue::readState (const ESM::StatState<int>& state)
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{
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mBase = state.mBase;
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mModifier = state.mMod;
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mDamage = state.mDamage;
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}
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void MWMechanics::SkillValue::writeState (ESM::StatState<int>& state) const
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{
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AttributeValue::writeState (state);
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state.mProgress = mProgress;
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}
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void MWMechanics::SkillValue::readState (const ESM::StatState<int>& state)
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{
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AttributeValue::readState (state);
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mProgress = state.mProgress;
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}
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@ -6,6 +6,8 @@
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#include <limits>
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#include <components/esm/statstate.hpp>
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namespace MWMechanics
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{
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template<typename T>
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@ -225,6 +227,10 @@ namespace MWMechanics
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void damage(int damage) { mDamage += damage; }
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void restore(int amount) { mDamage -= std::min(mDamage, amount); }
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int getDamage() const { return mDamage; }
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void writeState (ESM::StatState<int>& state) const;
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void readState (const ESM::StatState<int>& state);
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};
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class SkillValue : public AttributeValue
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@ -234,6 +240,10 @@ namespace MWMechanics
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SkillValue() : mProgress(0) {}
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float getProgress() const { return mProgress; }
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void setProgress(float progress) { mProgress = progress; }
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void writeState (ESM::StatState<int>& state) const;
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void readState (const ESM::StatState<int>& state);
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};
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inline bool operator== (const AttributeValue& left, const AttributeValue& right)
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@ -44,7 +44,8 @@ add_component_dir (esm
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loadinfo loadingr loadland loadlevlist loadligh loadlock loadprob loadrepa loadltex loadmgef loadmisc loadnpcc
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loadnpc loadpgrd loadrace loadregn loadscpt loadskil loadsndg loadsoun loadspel loadsscr loadstat
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loadweap records aipackage effectlist spelllist variant variantimp loadtes3 cellref filter
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savedgame journalentry queststate locals globalscript player objectstate cellid cellstate globalmap lightstate inventorystate containerstate npcstate creaturestate dialoguestate
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savedgame journalentry queststate locals globalscript player objectstate cellid cellstate globalmap lightstate inventorystate containerstate npcstate creaturestate dialoguestate statstate
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npcstats
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)
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add_component_dir (misc
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@ -6,6 +6,10 @@ void ESM::NpcState::load (ESMReader &esm)
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ObjectState::load (esm);
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mInventory.load (esm);
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mNpcStats.load (esm);
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mCreatureStats.load (esm);
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}
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void ESM::NpcState::save (ESMWriter &esm, bool inInventory) const
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ObjectState::save (esm, inInventory);
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mInventory.save (esm);
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mNpcStats.save (esm);
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mCreatureStats.save (esm);
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}
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@ -3,6 +3,8 @@
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#include "objectstate.hpp"
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#include "inventorystate.hpp"
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#include "npcstats.hpp"
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#include "creaturestats.hpp"
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namespace ESM
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{
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@ -11,6 +13,8 @@ namespace ESM
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struct NpcState : public ObjectState
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{
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InventoryState mInventory;
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NpcStats mNpcStats;
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CreatureStats mCreatureStats;
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virtual void load (ESMReader &esm);
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virtual void save (ESMWriter &esm, bool inInventory = false) const;
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133
components/esm/npcstats.cpp
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133
components/esm/npcstats.cpp
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#include "npcstats.hpp"
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#include "esmreader.hpp"
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#include "esmwriter.hpp"
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ESM::NpcStats::Faction::Faction() : mExpelled (false), mRank (0), mReputation (0) {}
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void ESM::NpcStats::load (ESMReader &esm)
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{
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while (esm.isNextSub ("FACT"))
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{
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std::string id = esm.getHString();
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Faction faction;
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int expelled = 0;
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esm.getHNOT (expelled, "FAEX");
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if (expelled)
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faction.mExpelled = true;
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esm.getHNOT (faction.mRank, "FARA");
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esm.getHNOT (faction.mReputation, "FARE");
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mFactions.insert (std::make_pair (id, faction));
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}
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mDisposition = 0;
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esm.getHNOT (mDisposition, "DISP");
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for (int i=0; i<27; ++i)
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{
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mSkills[i].mRegular.load (esm);
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mSkills[i].mWerewolf.load (esm);
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}
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mBounty = 0;
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esm.getHNOT (mBounty, "BOUN");
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mReputation = 0;
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esm.getHNOT (mReputation, "REPU");
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mWerewolfKills = 0;
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esm.getHNOT (mWerewolfKills, "WKIL");
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mProfit = 0;
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esm.getHNOT (mProfit, "PROF");
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mAttackStrength = 0;
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esm.getHNOT (mAttackStrength, "ASTR");
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mLevelProgress = 0;
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esm.getHNOT (mLevelProgress, "LPRO");
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esm.getHNT (mSkillIncrease, "INCR");
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while (esm.isNextSub ("USED"))
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mUsedIds.push_back (esm.getHString());
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mTimeToStartDrowning = 0;
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esm.getHNOT (mTimeToStartDrowning, "DRTI");
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mLastDrowningHit = 0;
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esm.getHNOT (mLastDrowningHit, "DRLH");
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mLevelHealthBonus = 0;
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esm.getHNOT (mLevelHealthBonus, "LVLH");
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}
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void ESM::NpcStats::save (ESMWriter &esm) const
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{
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for (std::map<std::string, Faction>::const_iterator iter (mFactions.begin());
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iter!=mFactions.end(); ++iter)
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{
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esm.writeHNString ("FACT", iter->first);
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if (iter->second.mExpelled)
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{
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int expelled = 1;
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esm.writeHNT ("FAEX", expelled);
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}
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if (iter->second.mRank)
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esm.writeHNT ("FARA", iter->second.mRank);
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if (iter->second.mReputation)
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esm.writeHNT ("FARE", iter->second.mReputation);
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}
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if (mDisposition)
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esm.writeHNT ("DISP", mDisposition);
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for (int i=0; i<27; ++i)
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{
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mSkills[i].mRegular.save (esm);
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mSkills[i].mWerewolf.save (esm);
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}
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if (mBounty)
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esm.writeHNT ("BOUN", mBounty);
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if (mReputation)
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esm.writeHNT ("REPU", mReputation);
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if (mWerewolfKills)
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esm.writeHNT ("WKIL", mWerewolfKills);
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if (mProfit)
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esm.writeHNT ("PROF", mProfit);
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if (mAttackStrength)
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esm.writeHNT ("ASTR", mAttackStrength);
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if (mLevelProgress)
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esm.writeHNT ("LPRO", mLevelProgress);
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esm.writeHNT ("INCR", mSkillIncrease);
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for (std::vector<std::string>::const_iterator iter (mUsedIds.begin()); iter!=mUsedIds.end();
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++iter)
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esm.writeHNT ("USED", *iter);
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if (mTimeToStartDrowning)
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esm.writeHNT ("DRTI", mTimeToStartDrowning);
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if (mLastDrowningHit)
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esm.writeHNT ("DRLH", mLastDrowningHit);
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if (mLevelHealthBonus)
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esm.writeHNT ("LVLH", mLevelHealthBonus);
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}
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54
components/esm/npcstats.hpp
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54
components/esm/npcstats.hpp
Normal file
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#ifndef OPENMW_ESM_NPCSTATS_H
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#define OPENMW_ESM_NPCSTATS_H
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#include <string>
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#include <vector>
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#include <map>
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#include "statstate.hpp"
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namespace ESM
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{
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class ESMReader;
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class ESMWriter;
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// format 0, saved games only
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struct NpcStats
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{
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struct Skill
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{
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StatState<int> mRegular;
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StatState<int> mWerewolf;
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};
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struct Faction
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{
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bool mExpelled;
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int mRank;
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int mReputation;
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Faction();
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};
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std::map<std::string, Faction> mFactions;
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int mDisposition;
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Skill mSkills[27];
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int mBounty;
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int mReputation;
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int mWerewolfKills;
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int mProfit;
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float mAttackStrength;
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int mLevelProgress;
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int mSkillIncrease[8];
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std::vector<std::string> mUsedIds;
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float mTimeToStartDrowning;
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float mLastDrowningHit;
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float mLevelHealthBonus;
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void load (ESMReader &esm);
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void save (ESMWriter &esm) const;
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};
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}
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#endif
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53
components/esm/statstate.hpp
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53
components/esm/statstate.hpp
Normal file
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#ifndef OPENMW_ESM_STATSTATE_H
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#define OPENMW_ESM_STATSTATE_H
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#include "esmreader.hpp"
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#include "esmwriter.hpp"
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namespace ESM
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{
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// format 0, saved games only
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template<typename T>
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struct StatState
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{
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T mBase;
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T mMod;
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T mDamage;
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float mProgress;
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StatState();
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void load (ESMReader &esm);
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void save (ESMWriter &esm) const;
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};
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template<typename T>
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StatState<T>::StatState() : mBase (0), mMod (0), mDamage (0), mProgress (0) {}
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template<typename T>
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void StatState<T>::load (ESMReader &esm)
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{
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esm.getHNT (mBase, "STBA");
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esm.getHNT (mMod, "STMO");
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mDamage = 0;
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esm.getHNOT (mDamage, "STDA");
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mProgress = 0;
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esm.getHNOT (mProgress, "STPR");
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}
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template<typename T>
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void StatState<T>::save (ESMWriter &esm) const
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{
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esm.writeHNT ("STBA", mBase);
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esm.writeHNT ("STMO", mMod);
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if (mDamage)
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esm.writeHNT ("STDA", mDamage);
|
||||
|
||||
if (mProgress)
|
||||
esm.writeHNT ("STPR", mProgress);
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
Loading…
Reference in a new issue