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Savegame: Disable CustomData load optimization for npcs and creatures for now to preserve compatibility (still enabled for containers)
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@ -798,6 +798,12 @@ namespace MWClass
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{
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const ESM::CreatureState& state2 = dynamic_cast<const ESM::CreatureState&> (state);
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ensureCustomData(ptr);
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// If we do the following instead we get a sizable speedup, but this causes compatibility issues
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// with 0.30 savegames, where some state in CreatureStats was not saved yet,
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// and therefore needs to be loaded from ESM records. TODO: re-enable this in a future release.
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/*
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if (!ptr.getRefData().getCustomData())
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{
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// Create a CustomData, but don't fill it from ESM records (not needed)
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@ -812,6 +818,7 @@ namespace MWClass
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ptr.getRefData().setCustomData (data.release());
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}
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*/
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CreatureCustomData& customData = dynamic_cast<CreatureCustomData&> (*ptr.getRefData().getCustomData());
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@ -1293,12 +1293,18 @@ namespace MWClass
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{
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const ESM::NpcState& state2 = dynamic_cast<const ESM::NpcState&> (state);
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ensureCustomData(ptr);
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// If we do the following instead we get a sizable speedup, but this causes compatibility issues
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// with 0.30 savegames, where some state in CreatureStats was not saved yet,
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// and therefore needs to be loaded from ESM records. TODO: re-enable this in a future release.
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/*
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if (!ptr.getRefData().getCustomData())
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{
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// Create a CustomData, but don't fill it from ESM records (not needed)
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std::auto_ptr<NpcCustomData> data (new NpcCustomData);
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ptr.getRefData().setCustomData (data.release());
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}
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*/
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NpcCustomData& customData = dynamic_cast<NpcCustomData&> (*ptr.getRefData().getCustomData());
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