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@ -114,9 +114,7 @@ void adjustCommandedActor (const MWWorld::Ptr& actor)
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}
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if (!check.mCommanded && hasCommandPackage)
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{
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stats.getAiSequence().erase(it);
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}
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}
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void getRestorationPerHourOfSleep (const MWWorld::Ptr& ptr, float& health, float& magicka)
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@ -707,16 +705,8 @@ namespace MWMechanics
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// any value of calm > 0 will stop the actor from fighting
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if ((effects.get(ESM::MagicEffect::CalmHumanoid).getMagnitude() > 0 && ptr.getClass().isNpc())
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|| (effects.get(ESM::MagicEffect::CalmCreature).getMagnitude() > 0 && !ptr.getClass().isNpc()))
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{
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for (std::list<AiPackage*>::const_iterator it = creatureStats.getAiSequence().begin(); it != creatureStats.getAiSequence().end(); )
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{
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if ((*it)->getTypeId() == AiPackage::TypeIdCombat)
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it = creatureStats.getAiSequence().erase(it);
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else
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++it;
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}
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}
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|| (effects.get(ESM::MagicEffect::CalmCreature).getMagnitude() > 0 && !ptr.getClass().isNpc()))
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creatureStats.getAiSequence().stopCombat();
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// Update bound effects
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// Note: in vanilla MW multiple bound items of the same type can be created by different spells.
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