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			233 lines
		
	
	
	
		
			8.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			233 lines
		
	
	
	
		
			8.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "activespells.hpp"
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#include "esmreader.hpp"
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#include "esmwriter.hpp"
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#include "loadmgef.hpp"
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#include "loadskil.hpp"
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#include <components/esm/attr.hpp>
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#include <cstdint>
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namespace ESM
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{
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    namespace
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    {
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        bool isSummon(int effectId)
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        {
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            switch (effectId)
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            {
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                case MagicEffect::SummonScamp:
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                case MagicEffect::SummonClannfear:
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                case MagicEffect::SummonDaedroth:
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                case MagicEffect::SummonDremora:
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                case MagicEffect::SummonAncestralGhost:
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                case MagicEffect::SummonSkeletalMinion:
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                case MagicEffect::SummonBonewalker:
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                case MagicEffect::SummonGreaterBonewalker:
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                case MagicEffect::SummonBonelord:
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                case MagicEffect::SummonWingedTwilight:
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                case MagicEffect::SummonHunger:
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                case MagicEffect::SummonGoldenSaint:
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                case MagicEffect::SummonFlameAtronach:
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                case MagicEffect::SummonFrostAtronach:
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                case MagicEffect::SummonStormAtronach:
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                case MagicEffect::SummonCenturionSphere:
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                case MagicEffect::SummonFabricant:
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                case MagicEffect::SummonWolf:
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                case MagicEffect::SummonBear:
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                case MagicEffect::SummonBonewolf:
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                case MagicEffect::SummonCreature04:
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                case MagicEffect::SummonCreature05:
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                    return true;
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            }
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            return false;
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        }
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        bool affectsAttribute(int effectId)
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        {
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            switch (effectId)
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            {
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                case MagicEffect::DrainAttribute:
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                case MagicEffect::DamageAttribute:
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                case MagicEffect::RestoreAttribute:
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                case MagicEffect::FortifyAttribute:
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                case MagicEffect::AbsorbAttribute:
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                    return true;
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            }
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            return false;
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        }
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        bool affectsSkill(int effectId)
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        {
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            switch (effectId)
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            {
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                case MagicEffect::DrainSkill:
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                case MagicEffect::DamageSkill:
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                case MagicEffect::RestoreSkill:
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                case MagicEffect::FortifySkill:
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                case MagicEffect::AbsorbSkill:
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                    return true;
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            }
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            return false;
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        }
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        struct ToInt
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        {
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            int effectId;
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            int operator()(const ESM::RefId& id) const
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            {
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                if (!id.empty())
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                {
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                    if (affectsAttribute(effectId))
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                        return ESM::Attribute::refIdToIndex(id);
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                    else if (affectsSkill(effectId))
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                        return ESM::Skill::refIdToIndex(id);
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                }
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                return -1;
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            }
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            int operator()(int actor) const { return actor; }
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        };
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        void saveImpl(ESMWriter& esm, const std::vector<ActiveSpells::ActiveSpellParams>& spells, NAME tag)
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        {
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            for (const auto& params : spells)
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            {
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                esm.writeHNRefId(tag, params.mId);
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                esm.writeHNT("CAST", params.mCasterActorId);
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                esm.writeHNString("DISP", params.mDisplayName);
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                esm.writeHNT("TYPE", params.mType);
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                if (params.mItem.isSet())
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                    esm.writeFormId(params.mItem, true, "ITEM");
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                if (params.mWorsenings >= 0)
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                {
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                    esm.writeHNT("WORS", params.mWorsenings);
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                    esm.writeHNT("TIME", params.mNextWorsening);
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                }
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                for (auto& effect : params.mEffects)
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                {
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                    esm.writeHNT("MGEF", effect.mEffectId);
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                    int arg = std::visit(ToInt{ effect.mEffectId }, effect.mArg);
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                    if (arg != -1)
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                        esm.writeHNT("ARG_", arg);
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                    esm.writeHNT("MAGN", effect.mMagnitude);
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                    esm.writeHNT("MAGN", effect.mMinMagnitude);
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                    esm.writeHNT("MAGN", effect.mMaxMagnitude);
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                    esm.writeHNT("DURA", effect.mDuration);
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                    esm.writeHNT("EIND", effect.mEffectIndex);
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                    esm.writeHNT("LEFT", effect.mTimeLeft);
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                    esm.writeHNT("FLAG", effect.mFlags);
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                }
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            }
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        }
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        void loadImpl(ESMReader& esm, std::vector<ActiveSpells::ActiveSpellParams>& spells, NAME tag)
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        {
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            const FormatVersion format = esm.getFormatVersion();
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            while (esm.isNextSub(tag))
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            {
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                ActiveSpells::ActiveSpellParams params;
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                params.mId = esm.getRefId();
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                esm.getHNT(params.mCasterActorId, "CAST");
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                params.mDisplayName = esm.getHNString("DISP");
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                if (format <= MaxClearModifiersFormatVersion)
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                    params.mType = ActiveSpells::Type_Temporary;
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                else
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                {
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                    esm.getHNT(params.mType, "TYPE");
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                    if (esm.peekNextSub("ITEM"))
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                    {
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                        if (format <= MaxActiveSpellSlotIndexFormatVersion)
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                            // Previous versions saved slot index in this record.
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                            // Ignore these values as we can't use them
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                            esm.getFormId(true, "ITEM");
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                        else
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                            params.mItem = esm.getFormId(true, "ITEM");
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                    }
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                }
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                if (esm.isNextSub("WORS"))
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                {
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                    esm.getHT(params.mWorsenings);
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                    params.mNextWorsening.load(esm);
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                }
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                else
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                    params.mWorsenings = -1;
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                // spell casting timestamp, no longer used
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                if (esm.isNextSub("TIME"))
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                    esm.skipHSub();
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                while (esm.isNextSub("MGEF"))
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                {
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                    ActiveEffect effect;
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                    esm.getHT(effect.mEffectId);
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                    int32_t arg = -1;
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                    esm.getHNOT(arg, "ARG_");
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                    if (arg >= 0)
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                    {
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                        if (isSummon(effect.mEffectId))
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                            effect.mArg = arg;
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                        else if (affectsAttribute(effect.mEffectId))
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                            effect.mArg = ESM::Attribute::indexToRefId(arg);
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                        else if (affectsSkill(effect.mEffectId))
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                            effect.mArg = ESM::Skill::indexToRefId(arg);
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                    }
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                    esm.getHNT(effect.mMagnitude, "MAGN");
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                    if (format <= MaxClearModifiersFormatVersion)
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                    {
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                        effect.mMinMagnitude = effect.mMagnitude;
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                        effect.mMaxMagnitude = effect.mMagnitude;
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                    }
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                    else
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                    {
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                        esm.getHNT(effect.mMinMagnitude, "MAGN");
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                        esm.getHNT(effect.mMaxMagnitude, "MAGN");
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                    }
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                    esm.getHNT(effect.mDuration, "DURA");
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                    effect.mEffectIndex = -1;
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                    esm.getHNOT(effect.mEffectIndex, "EIND");
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                    if (format <= MaxOldTimeLeftFormatVersion)
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                        effect.mTimeLeft = effect.mDuration;
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                    else
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                        esm.getHNT(effect.mTimeLeft, "LEFT");
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                    if (format <= MaxClearModifiersFormatVersion)
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                        effect.mFlags = ActiveEffect::Flag_None;
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                    else
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                        esm.getHNT(effect.mFlags, "FLAG");
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                    params.mEffects.push_back(effect);
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                }
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                spells.emplace_back(params);
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            }
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        }
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    }
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    void ActiveSpells::save(ESMWriter& esm) const
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    {
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        saveImpl(esm, mSpells, "ID__");
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        saveImpl(esm, mQueue, "QID_");
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    }
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    void ActiveSpells::load(ESMReader& esm)
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    {
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        loadImpl(esm, mSpells, "ID__");
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        loadImpl(esm, mQueue, "QID_");
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    }
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    RefId ActiveEffect::getSkillOrAttribute() const
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    {
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        if (const auto* id = std::get_if<ESM::RefId>(&mArg))
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            return *id;
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        return {};
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    }
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    int ActiveEffect::getActorId() const
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    {
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        if (const auto* id = std::get_if<int>(&mArg))
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            return *id;
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        return -1;
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    }
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}
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