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move most of the files from esm to esm3, keep common code in esm; this is make space for a future with esm4
esm typo esm typo
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c263bbf0f6
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448 changed files with 686 additions and 683 deletions
236
components/esm3/loadnpc.cpp
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236
components/esm3/loadnpc.cpp
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#include "loadnpc.hpp"
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#include "esmreader.hpp"
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#include "esmwriter.hpp"
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#include "components/esm/defs.hpp"
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namespace ESM
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{
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unsigned int NPC::sRecordId = REC_NPC_;
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void NPC::load(ESMReader &esm, bool &isDeleted)
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{
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isDeleted = false;
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mRecordFlags = esm.getRecordFlags();
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mSpells.mList.clear();
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mInventory.mList.clear();
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mTransport.mList.clear();
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mAiPackage.mList.clear();
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mAiData.blank();
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mAiData.mHello = mAiData.mFight = mAiData.mFlee = 30;
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bool hasName = false;
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bool hasNpdt = false;
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bool hasFlags = false;
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while (esm.hasMoreSubs())
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{
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esm.getSubName();
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switch (esm.retSubName().toInt())
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{
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case ESM::SREC_NAME:
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mId = esm.getHString();
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hasName = true;
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break;
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case ESM::FourCC<'M','O','D','L'>::value:
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mModel = esm.getHString();
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break;
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case ESM::FourCC<'F','N','A','M'>::value:
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mName = esm.getHString();
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break;
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case ESM::FourCC<'R','N','A','M'>::value:
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mRace = esm.getHString();
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break;
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case ESM::FourCC<'C','N','A','M'>::value:
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mClass = esm.getHString();
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break;
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case ESM::FourCC<'A','N','A','M'>::value:
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mFaction = esm.getHString();
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break;
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case ESM::FourCC<'B','N','A','M'>::value:
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mHead = esm.getHString();
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break;
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case ESM::FourCC<'K','N','A','M'>::value:
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mHair = esm.getHString();
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break;
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case ESM::FourCC<'S','C','R','I'>::value:
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mScript = esm.getHString();
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break;
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case ESM::FourCC<'N','P','D','T'>::value:
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hasNpdt = true;
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esm.getSubHeader();
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if (esm.getSubSize() == 52)
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{
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mNpdtType = NPC_DEFAULT;
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esm.getExact(&mNpdt, 52);
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}
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else if (esm.getSubSize() == 12)
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{
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//Reading into temporary NPDTstruct12 object
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NPDTstruct12 npdt12;
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mNpdtType = NPC_WITH_AUTOCALCULATED_STATS;
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esm.getExact(&npdt12, 12);
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//Clearing the mNdpt struct to initialize all values
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blankNpdt();
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//Swiching to an internal representation
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mNpdt.mLevel = npdt12.mLevel;
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mNpdt.mDisposition = npdt12.mDisposition;
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mNpdt.mReputation = npdt12.mReputation;
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mNpdt.mRank = npdt12.mRank;
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mNpdt.mGold = npdt12.mGold;
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}
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else
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esm.fail("NPC_NPDT must be 12 or 52 bytes long");
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break;
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case ESM::FourCC<'F','L','A','G'>::value:
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hasFlags = true;
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int flags;
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esm.getHT(flags);
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mFlags = flags & 0xFF;
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mBloodType = ((flags >> 8) & 0xFF) >> 2;
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break;
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case ESM::FourCC<'N','P','C','S'>::value:
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mSpells.add(esm);
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break;
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case ESM::FourCC<'N','P','C','O'>::value:
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mInventory.add(esm);
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break;
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case ESM::FourCC<'A','I','D','T'>::value:
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esm.getHExact(&mAiData, sizeof(mAiData));
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break;
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case ESM::FourCC<'D','O','D','T'>::value:
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case ESM::FourCC<'D','N','A','M'>::value:
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mTransport.add(esm);
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break;
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case AI_Wander:
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case AI_Activate:
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case AI_Escort:
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case AI_Follow:
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case AI_Travel:
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case AI_CNDT:
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mAiPackage.add(esm);
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break;
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case ESM::SREC_DELE:
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esm.skipHSub();
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isDeleted = true;
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break;
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default:
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esm.fail("Unknown subrecord");
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break;
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}
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}
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if (!hasName)
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esm.fail("Missing NAME subrecord");
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if (!hasNpdt && !isDeleted)
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esm.fail("Missing NPDT subrecord");
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if (!hasFlags && !isDeleted)
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esm.fail("Missing FLAG subrecord");
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}
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void NPC::save(ESMWriter &esm, bool isDeleted) const
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{
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esm.writeHNCString("NAME", mId);
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if (isDeleted)
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{
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esm.writeHNString("DELE", "", 3);
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return;
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}
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esm.writeHNOCString("MODL", mModel);
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esm.writeHNOCString("FNAM", mName);
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esm.writeHNCString("RNAM", mRace);
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esm.writeHNCString("CNAM", mClass);
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esm.writeHNCString("ANAM", mFaction);
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esm.writeHNCString("BNAM", mHead);
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esm.writeHNCString("KNAM", mHair);
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esm.writeHNOCString("SCRI", mScript);
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if (mNpdtType == NPC_DEFAULT)
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{
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esm.writeHNT("NPDT", mNpdt, 52);
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}
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else if (mNpdtType == NPC_WITH_AUTOCALCULATED_STATS)
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{
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NPDTstruct12 npdt12;
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npdt12.mLevel = mNpdt.mLevel;
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npdt12.mDisposition = mNpdt.mDisposition;
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npdt12.mReputation = mNpdt.mReputation;
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npdt12.mRank = mNpdt.mRank;
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npdt12.mGold = mNpdt.mGold;
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esm.writeHNT("NPDT", npdt12, 12);
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}
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esm.writeHNT("FLAG", ((mBloodType << 10) + mFlags));
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mInventory.save(esm);
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mSpells.save(esm);
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esm.writeHNT("AIDT", mAiData, sizeof(mAiData));
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mTransport.save(esm);
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mAiPackage.save(esm);
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}
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bool NPC::isMale() const {
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return (mFlags & Female) == 0;
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}
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void NPC::setIsMale(bool value) {
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mFlags |= Female;
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if (value) {
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mFlags ^= Female;
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}
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}
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void NPC::blank()
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{
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mNpdtType = NPC_DEFAULT;
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blankNpdt();
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mBloodType = 0;
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mFlags = 0;
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mInventory.mList.clear();
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mSpells.mList.clear();
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mAiData.blank();
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mAiData.mHello = mAiData.mFight = mAiData.mFlee = 30;
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mTransport.mList.clear();
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mAiPackage.mList.clear();
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mName.clear();
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mModel.clear();
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mRace.clear();
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mClass.clear();
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mFaction.clear();
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mScript.clear();
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mHair.clear();
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mHead.clear();
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}
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void NPC::blankNpdt()
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{
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mNpdt.mLevel = 0;
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mNpdt.mStrength = mNpdt.mIntelligence = mNpdt.mWillpower = mNpdt.mAgility =
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mNpdt.mSpeed = mNpdt.mEndurance = mNpdt.mPersonality = mNpdt.mLuck = 0;
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for (int i=0; i< Skill::Length; ++i) mNpdt.mSkills[i] = 0;
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mNpdt.mReputation = 0;
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mNpdt.mHealth = mNpdt.mMana = mNpdt.mFatigue = 0;
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mNpdt.mDisposition = 0;
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mNpdt.mUnknown1 = 0;
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mNpdt.mRank = 0;
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mNpdt.mUnknown2 = 0;
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mNpdt.mGold = 0;
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}
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int NPC::getFactionRank() const
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{
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if (mFaction.empty())
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return -1;
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else
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return mNpdt.mRank;
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}
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const std::vector<Transport::Dest>& NPC::getTransport() const
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{
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return mTransport.mList;
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}
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}
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