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List private members of MWMechanics::Actors in a single place
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@ -39,24 +39,6 @@ namespace MWMechanics
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class Actors
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class Actors
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{
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{
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std::map<std::string, int> mDeathCount;
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void adjustMagicEffects (const MWWorld::Ptr& creature, float duration);
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void calculateRestoration (const MWWorld::Ptr& ptr, float duration);
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void updateDrowning (const MWWorld::Ptr& ptr, float duration, bool isKnockedOut, bool isPlayer);
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void updateEquippedLight (const MWWorld::Ptr& ptr, float duration, bool mayEquip);
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void updateCrimePursuit (const MWWorld::Ptr& ptr, float duration);
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void killDeadActors ();
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void purgeSpellEffects (int casterActorId);
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void predictAndAvoidCollisions(float duration);
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public:
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public:
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Actors();
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Actors();
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@ -200,14 +182,30 @@ namespace MWMechanics
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GreetingState getGreetingState(const MWWorld::Ptr& ptr) const;
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GreetingState getGreetingState(const MWWorld::Ptr& ptr) const;
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bool isTurningToPlayer(const MWWorld::Ptr& ptr) const;
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bool isTurningToPlayer(const MWWorld::Ptr& ptr) const;
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private:
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private:
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void updateVisibility (const MWWorld::Ptr& ptr, CharacterController* ctrl);
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std::map<std::string, int> mDeathCount;
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PtrActorMap mActors;
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float mTimerDisposeSummonsCorpses;
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float mActorsProcessingRange;
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bool mSmoothMovement;
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PtrActorMap mActors;
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void updateVisibility (const MWWorld::Ptr& ptr, CharacterController* ctrl);
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float mTimerDisposeSummonsCorpses;
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float mActorsProcessingRange;
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bool mSmoothMovement;
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void adjustMagicEffects (const MWWorld::Ptr& creature, float duration);
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void calculateRestoration (const MWWorld::Ptr& ptr, float duration);
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void updateDrowning (const MWWorld::Ptr& ptr, float duration, bool isKnockedOut, bool isPlayer);
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void updateEquippedLight (const MWWorld::Ptr& ptr, float duration, bool mayEquip);
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void updateCrimePursuit (const MWWorld::Ptr& ptr, float duration);
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void killDeadActors ();
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void purgeSpellEffects (int casterActorId);
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void predictAndAvoidCollisions(float duration);
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};
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};
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}
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}
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