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@ -4,9 +4,303 @@
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#include "creaturestats.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/inventorystore.hpp"
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#include <components/esm3/loadweap.hpp>
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namespace MWMechanics
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{
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template <enum ESM::Weapon::Type>
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struct Weapon {};
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template <>
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struct Weapon<ESM::Weapon::None>
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{
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inline static const ESM::WeaponType sValue {
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/* short group */ "",
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/* long group */ "",
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/* sound ID */ "",
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/* attach bone */ "",
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/* sheath bone */ "",
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/* usage skill */ ESM::Skill::HandToHand,
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/* weapon class*/ ESM::WeaponType::Melee,
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/* ammo type */ ESM::Weapon::None,
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/* flags */ 0
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};
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};
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template <>
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struct Weapon<ESM::Weapon::PickProbe>
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{
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inline static const ESM::WeaponType sValue {
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/* short group */ "1h",
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/* long group */ "pickprobe",
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/* sound ID */ "",
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/* attach bone */ "",
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/* sheath bone */ "",
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/* usage skill */ ESM::Skill::Security,
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/* weapon class*/ ESM::WeaponType::Melee,
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/* ammo type */ ESM::Weapon::None,
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/* flags */ 0
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};
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};
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template <>
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struct Weapon<ESM::Weapon::Spell>
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{
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inline static const ESM::WeaponType sValue {
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/* short group */ "spell",
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/* long group */ "spellcast",
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/* sound ID */ "",
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/* attach bone */ "",
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/* sheath bone */ "",
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/* usage skill */ ESM::Skill::HandToHand,
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/* weapon class*/ ESM::WeaponType::Melee,
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/* ammo type */ ESM::Weapon::None,
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/* flags */ ESM::WeaponType::TwoHanded
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};
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};
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template <>
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struct Weapon<ESM::Weapon::HandToHand>
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{
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inline static const ESM::WeaponType sValue {
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/* short group */ "hh",
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/* long group */ "handtohand",
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/* sound ID */ "",
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/* attach bone */ "",
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/* sheath bone */ "",
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/* usage skill */ ESM::Skill::HandToHand,
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/* weapon class*/ ESM::WeaponType::Melee,
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/* ammo type */ ESM::Weapon::None,
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/* flags */ ESM::WeaponType::TwoHanded
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};
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};
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template <>
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struct Weapon<ESM::Weapon::ShortBladeOneHand>
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{
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inline static const ESM::WeaponType sValue {
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/* short group */ "1s",
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/* long group */ "shortbladeonehand",
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/* sound ID */ "Item Weapon Shortblade",
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/* attach bone */ "Weapon Bone",
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/* sheath bone */ "Bip01 ShortBladeOneHand",
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/* usage skill */ ESM::Skill::ShortBlade,
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/* weapon class*/ ESM::WeaponType::Melee,
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/* ammo type */ ESM::Weapon::None,
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/* flags */ ESM::WeaponType::HasHealth
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};
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};
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template <>
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struct Weapon<ESM::Weapon::LongBladeOneHand>
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{
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inline static const ESM::WeaponType sValue {
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/* short group */ "1h",
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/* long group */ "weapononehand",
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/* sound ID */ "Item Weapon Longblade",
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/* attach bone */ "Weapon Bone",
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/* sheath bone */ "Bip01 LongBladeOneHand",
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/* usage skill */ ESM::Skill::LongBlade,
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/* weapon class*/ ESM::WeaponType::Melee,
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/* ammo type */ ESM::Weapon::None,
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/* flags */ ESM::WeaponType::HasHealth
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};
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};
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template <>
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struct Weapon<ESM::Weapon::BluntOneHand>
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{
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inline static const ESM::WeaponType sValue {
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/* short group */ "1b",
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/* long group */ "bluntonehand",
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/* sound ID */ "Item Weapon Blunt",
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/* attach bone */ "Weapon Bone",
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/* sheath bone */ "Bip01 BluntOneHand",
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/* usage skill */ ESM::Skill::BluntWeapon,
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/* weapon class*/ ESM::WeaponType::Melee,
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/* ammo type */ ESM::Weapon::None,
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/* flags */ ESM::WeaponType::HasHealth
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};
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};
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template <>
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struct Weapon<ESM::Weapon::AxeOneHand>
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{
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inline static const ESM::WeaponType sValue {
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/* short group */ "1b",
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/* long group */ "bluntonehand",
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/* sound ID */ "Item Weapon Blunt",
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/* attach bone */ "Weapon Bone",
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/* sheath bone */ "Bip01 LongBladeOneHand",
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/* usage skill */ ESM::Skill::Axe,
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/* weapon class*/ ESM::WeaponType::Melee,
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/* ammo type */ ESM::Weapon::None,
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/* flags */ ESM::WeaponType::HasHealth
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};
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};
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template <>
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struct Weapon<ESM::Weapon::LongBladeTwoHand>
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{
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inline static const ESM::WeaponType sValue {
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/* short group */ "2c",
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/* long group */ "weapontwohand",
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/* sound ID */ "Item Weapon Longblade",
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/* attach bone */ "Weapon Bone",
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/* sheath bone */ "Bip01 LongBladeTwoClose",
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/* usage skill */ ESM::Skill::LongBlade,
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/* weapon class*/ ESM::WeaponType::Melee,
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/* ammo type */ ESM::Weapon::None,
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/* flags */ ESM::WeaponType::HasHealth|ESM::WeaponType::TwoHanded
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};
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};
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template <>
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struct Weapon<ESM::Weapon::AxeTwoHand>
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{
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inline static const ESM::WeaponType sValue {
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/* short group */ "2b",
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/* long group */ "blunttwohand",
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/* sound ID */ "Item Weapon Blunt",
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/* attach bone */ "Weapon Bone",
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/* sheath bone */ "Bip01 AxeTwoClose",
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/* usage skill */ ESM::Skill::Axe,
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/* weapon class*/ ESM::WeaponType::Melee,
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/* ammo type */ ESM::Weapon::None,
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/* flags */ ESM::WeaponType::HasHealth|ESM::WeaponType::TwoHanded
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};
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};
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template <>
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struct Weapon<ESM::Weapon::BluntTwoClose>
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{
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inline static const ESM::WeaponType sValue {
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/* short group */ "2b",
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/* long group */ "blunttwohand",
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/* sound ID */ "Item Weapon Blunt",
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/* attach bone */ "Weapon Bone",
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/* sheath bone */ "Bip01 BluntTwoClose",
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/* usage skill */ ESM::Skill::BluntWeapon,
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/* weapon class*/ ESM::WeaponType::Melee,
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/* ammo type */ ESM::Weapon::None,
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/* flags */ ESM::WeaponType::HasHealth|ESM::WeaponType::TwoHanded
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};
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};
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template <>
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struct Weapon<ESM::Weapon::BluntTwoWide>
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{
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inline static const ESM::WeaponType sValue {
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/* short group */ "2w",
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/* long group */ "weapontwowide",
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/* sound ID */ "Item Weapon Blunt",
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/* attach bone */ "Weapon Bone",
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/* sheath bone */ "Bip01 BluntTwoWide",
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/* usage skill */ ESM::Skill::BluntWeapon,
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/* weapon class*/ ESM::WeaponType::Melee,
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/* ammo type */ ESM::Weapon::None,
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/* flags */ ESM::WeaponType::HasHealth|ESM::WeaponType::TwoHanded
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};
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};
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template <>
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struct Weapon<ESM::Weapon::SpearTwoWide>
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{
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inline static const ESM::WeaponType sValue {
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/* short group */ "2w",
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/* long group */ "weapontwowide",
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/* sound ID */ "Item Weapon Spear",
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/* attach bone */ "Weapon Bone",
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/* sheath bone */ "Bip01 SpearTwoWide",
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/* usage skill */ ESM::Skill::Spear,
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/* weapon class*/ ESM::WeaponType::Melee,
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/* ammo type */ ESM::Weapon::None,
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/* flags */ ESM::WeaponType::HasHealth|ESM::WeaponType::TwoHanded
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};
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};
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template <>
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struct Weapon<ESM::Weapon::MarksmanBow>
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{
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inline static const ESM::WeaponType sValue {
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/* short group */ "bow",
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/* long group */ "bowandarrow",
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/* sound ID */ "Item Weapon Bow",
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/* attach bone */ "Weapon Bone Left",
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/* sheath bone */ "Bip01 MarksmanBow",
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/* usage skill */ ESM::Skill::Marksman,
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/* weapon class*/ ESM::WeaponType::Ranged,
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/* ammo type */ ESM::Weapon::Arrow,
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/* flags */ ESM::WeaponType::HasHealth|ESM::WeaponType::TwoHanded
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};
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};
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template <>
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struct Weapon<ESM::Weapon::MarksmanCrossbow>
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{
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inline static const ESM::WeaponType sValue {
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/* short group */ "crossbow",
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/* long group */ "crossbow",
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/* sound ID */ "Item Weapon Crossbow",
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/* attach bone */ "Weapon Bone",
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/* sheath bone */ "Bip01 MarksmanCrossbow",
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/* usage skill */ ESM::Skill::Marksman,
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/* weapon class*/ ESM::WeaponType::Ranged,
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/* ammo type */ ESM::Weapon::Bolt,
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/* flags */ ESM::WeaponType::HasHealth|ESM::WeaponType::TwoHanded
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};
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};
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template <>
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struct Weapon<ESM::Weapon::MarksmanThrown>
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{
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inline static const ESM::WeaponType sValue {
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/* short group */ "1t",
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/* long group */ "throwweapon",
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/* sound ID */ "Item Weapon Blunt",
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/* attach bone */ "Weapon Bone",
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/* sheath bone */ "Bip01 MarksmanThrown",
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/* usage skill */ ESM::Skill::Marksman,
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/* weapon class*/ ESM::WeaponType::Thrown,
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/* ammo type */ ESM::Weapon::None,
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/* flags */ 0
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};
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};
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template <>
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struct Weapon<ESM::Weapon::Arrow>
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{
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inline static const ESM::WeaponType sValue {
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/* short group */ "",
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/* long group */ "",
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/* sound ID */ "Item Ammo",
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/* attach bone */ "Bip01 Arrow",
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/* sheath bone */ "",
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/* usage skill */ ESM::Skill::Marksman,
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/* weapon class*/ ESM::WeaponType::Ammo,
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/* ammo type */ ESM::Weapon::None,
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/* flags */ 0
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};
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};
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template <>
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struct Weapon<ESM::Weapon::Bolt>
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{
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inline static const ESM::WeaponType sValue {
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/* short group */ "",
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/* long group */ "",
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/* sound ID */ "Item Ammo",
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/* attach bone */ "ArrowBone",
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/* sheath bone */ "",
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/* usage skill */ ESM::Skill::Marksman,
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/* weapon class*/ ESM::WeaponType::Ammo,
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/* ammo type */ ESM::Weapon::None,
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/* flags */ 0
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};
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};
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MWWorld::ContainerStoreIterator getActiveWeapon(const MWWorld::Ptr& actor, int *weaptype)
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{
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MWWorld::InventoryStore &inv = actor.getClass().getInventoryStore(actor);
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@ -42,13 +336,28 @@ namespace MWMechanics
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const ESM::WeaponType* getWeaponType(const int weaponType)
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{
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std::map<int, ESM::WeaponType>::const_iterator found = sWeaponTypeList.find(weaponType);
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if (found == sWeaponTypeList.end())
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switch (static_cast<ESM::Weapon::Type>(weaponType))
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{
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// Use one-handed short blades as fallback
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return &sWeaponTypeList[0];
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case ESM::Weapon::PickProbe: return &Weapon<ESM::Weapon::PickProbe>::sValue;
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case ESM::Weapon::HandToHand: return &Weapon<ESM::Weapon::HandToHand>::sValue;
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case ESM::Weapon::Spell: return &Weapon<ESM::Weapon::Spell>::sValue;
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case ESM::Weapon::None: return &Weapon<ESM::Weapon::None>::sValue;
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case ESM::Weapon::ShortBladeOneHand: return &Weapon<ESM::Weapon::ShortBladeOneHand>::sValue;
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case ESM::Weapon::LongBladeOneHand: return &Weapon<ESM::Weapon::LongBladeOneHand>::sValue;
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case ESM::Weapon::LongBladeTwoHand: return &Weapon<ESM::Weapon::LongBladeTwoHand>::sValue;
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case ESM::Weapon::BluntOneHand: return &Weapon<ESM::Weapon::BluntOneHand>::sValue;
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case ESM::Weapon::BluntTwoClose: return &Weapon<ESM::Weapon::BluntTwoClose>::sValue;
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case ESM::Weapon::BluntTwoWide: return &Weapon<ESM::Weapon::BluntTwoWide>::sValue;
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case ESM::Weapon::SpearTwoWide: return &Weapon<ESM::Weapon::SpearTwoWide>::sValue;
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case ESM::Weapon::AxeOneHand: return &Weapon<ESM::Weapon::AxeOneHand>::sValue;
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case ESM::Weapon::AxeTwoHand: return &Weapon<ESM::Weapon::AxeTwoHand>::sValue;
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case ESM::Weapon::MarksmanBow: return &Weapon<ESM::Weapon::MarksmanBow>::sValue;
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case ESM::Weapon::MarksmanCrossbow: return &Weapon<ESM::Weapon::MarksmanCrossbow>::sValue;
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case ESM::Weapon::MarksmanThrown: return &Weapon<ESM::Weapon::MarksmanThrown>::sValue;
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case ESM::Weapon::Arrow: return &Weapon<ESM::Weapon::Arrow>::sValue;
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case ESM::Weapon::Bolt: return &Weapon<ESM::Weapon::Bolt>::sValue;
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}
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return &found->second;
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return &Weapon<ESM::Weapon::ShortBladeOneHand>::sValue;
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}
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}
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