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Use range-based for loop
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5e8df40718
commit
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@ -713,11 +713,10 @@ namespace MWMechanics
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std::set<MWWorld::Ptr> playerFollowers;
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std::set<MWWorld::Ptr> playerFollowers;
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getActorsSidingWith(player, playerFollowers);
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getActorsSidingWith(player, playerFollowers);
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for (ActiveSpells::TIterator it = spells.begin(); it != spells.end(); ++it)
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for (const ActiveSpells::ActiveSpellParams& spell : spells)
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{
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{
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bool actorKilled = false;
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bool actorKilled = false;
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const ActiveSpells::ActiveSpellParams& spell = *it;
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MWWorld::Ptr caster = MWBase::Environment::get().getWorld()->searchPtrViaActorId(spell.getCasterActorId());
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MWWorld::Ptr caster = MWBase::Environment::get().getWorld()->searchPtrViaActorId(spell.getCasterActorId());
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for (const auto& effect : spell.getEffects())
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for (const auto& effect : spell.getEffects())
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{
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{
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@ -2152,16 +2151,17 @@ namespace MWMechanics
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std::set<MWWorld::Ptr> followers;
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std::set<MWWorld::Ptr> followers;
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getActorsFollowing(actor, followers);
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getActorsFollowing(actor, followers);
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for (auto neighbor = neighbors.begin(); neighbor != neighbors.end(); ++neighbor)
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for (const MWWorld::Ptr& neighbor : neighbors)
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{
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{
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const CreatureStats &stats = neighbor->getClass().getCreatureStats(*neighbor);
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const CreatureStats &stats = neighbor.getClass().getCreatureStats(neighbor);
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if (stats.isDead() || *neighbor == actor || neighbor->getClass().isPureWaterCreature(*neighbor))
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if (stats.isDead() || neighbor == actor || neighbor.getClass().isPureWaterCreature(neighbor))
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continue;
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continue;
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const bool isFollower = followers.find(*neighbor) != followers.end();
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const bool isFollower = followers.find(neighbor) != followers.end();
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if (stats.getAiSequence().isInCombat(actor) || (MWBase::Environment::get().getMechanicsManager()->isAggressive(*neighbor, actor) && !isFollower))
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if (stats.getAiSequence().isInCombat(actor)
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list.push_back(*neighbor);
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|| (MWBase::Environment::get().getMechanicsManager()->isAggressive(neighbor, actor) && !isFollower))
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list.push_back(neighbor);
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}
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}
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return list;
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return list;
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}
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}
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@ -2170,10 +2170,10 @@ namespace MWMechanics
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void Actors::write (ESM::ESMWriter& writer, Loading::Listener& listener) const
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void Actors::write (ESM::ESMWriter& writer, Loading::Listener& listener) const
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{
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{
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writer.startRecord(ESM::REC_DCOU);
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writer.startRecord(ESM::REC_DCOU);
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for (std::map<std::string, int>::const_iterator it = mDeathCount.begin(); it != mDeathCount.end(); ++it)
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for (const auto& [id, count] : mDeathCount)
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{
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{
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writer.writeHNString("ID__", it->first);
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writer.writeHNString("ID__", id);
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writer.writeHNT ("COUN", it->second);
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writer.writeHNT ("COUN", count);
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}
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}
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writer.endRecord(ESM::REC_DCOU);
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writer.endRecord(ESM::REC_DCOU);
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}
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}
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