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Fix autocalc, remove thing
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3 changed files with 6 additions and 7 deletions
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@ -80,10 +80,10 @@ namespace
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npc.mFlags &= ~ESM::NPC::Essential;
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}
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if (rec["autocalc"] != sol::nil)
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if (rec["isAutocalc"] != sol::nil)
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{
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bool respawn = rec["autocalc"];
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if (respawn)
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bool autoCalc = rec["isAutocalc"];
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if (autoCalc)
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npc.mFlags |= ESM::NPC::Autocalc;
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else
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npc.mFlags &= ~ESM::NPC::Autocalc;
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@ -207,7 +207,7 @@ namespace MWLua
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addModelProperty(record);
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record["isEssential"]
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= sol::readonly_property([](const ESM::NPC& rec) -> bool { return rec.mFlags & ESM::NPC::Essential; });
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record["autocalc"]
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record["isAutocalc"]
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= sol::readonly_property([](const ESM::NPC& rec) -> bool { return rec.mFlags & ESM::NPC::Autocalc; });
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record["isMale"] = sol::readonly_property([](const ESM::NPC& rec) -> bool { return rec.isMale(); });
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record["isRespawning"]
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@ -1,6 +1,5 @@
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#pragma once
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#include <array>
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#include <components/esm3/loadnpc.hpp> // for ESM::NPC constants
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#include <components/esm3/loadnpc.hpp>
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#include <string_view>
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inline constexpr std::array<std::pair<int, std::string_view>, 19> ServiceNames
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@ -861,7 +861,7 @@
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-- @field #boolean canWalk whether the creature can walk
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-- @field #boolean canUseWeapons whether the creature can use weapons and shields
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-- @field #boolean isBiped whether the creature is a biped
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-- @field #boolean autocalc If true, the actors stats will be automatically calculated based on level and class.
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-- @field #boolean isAutocalc If true, the actors stats will be automatically calculated based on level and class.
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-- @field #string primaryFaction Faction ID of the NPCs default faction. Nil if no faction
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-- @field #number primaryFactionRank Faction rank of the NPCs default faction. Nil if no faction
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-- @field #boolean isEssential whether the creature is essential
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