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https://gitlab.com/OpenMW/openmw.git
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Merge branch 'getters' into 'master'
Move getters to header in order to allow inlining (performance optimization) See merge request OpenMW/openmw!1289
This commit is contained in:
commit
89077af3ff
@ -8,11 +8,6 @@
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namespace MWWorld
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{
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const ESM::RefNum& CellRef::getRefNum() const
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{
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return mCellRef.mRefNum;
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}
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const ESM::RefNum& CellRef::getOrAssignRefNum(ESM::RefNum& lastAssignedRefNum)
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{
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if (!mCellRef.mRefNum.isSet())
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@ -33,41 +28,11 @@ namespace MWWorld
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return mCellRef.mRefNum;
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}
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bool CellRef::hasContentFile() const
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{
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return mCellRef.mRefNum.hasContentFile();
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}
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void CellRef::unsetRefNum()
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{
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mCellRef.mRefNum.unset();
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}
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std::string CellRef::getRefId() const
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{
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return mCellRef.mRefID;
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}
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bool CellRef::getTeleport() const
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{
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return mCellRef.mTeleport;
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}
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ESM::Position CellRef::getDoorDest() const
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{
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return mCellRef.mDoorDest;
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}
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std::string CellRef::getDestCell() const
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{
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return mCellRef.mDestCell;
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}
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float CellRef::getScale() const
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{
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return mCellRef.mScale;
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}
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void CellRef::setScale(float scale)
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{
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if (scale != mCellRef.mScale)
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@ -77,22 +42,12 @@ namespace MWWorld
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}
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}
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ESM::Position CellRef::getPosition() const
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{
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return mCellRef.mPos;
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}
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void CellRef::setPosition(const ESM::Position &position)
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{
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mChanged = true;
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mCellRef.mPos = position;
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}
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float CellRef::getEnchantmentCharge() const
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{
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return mCellRef.mEnchantmentCharge;
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}
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float CellRef::getNormalizedEnchantmentCharge(int maxCharge) const
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{
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if (maxCharge == 0)
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@ -118,11 +73,6 @@ namespace MWWorld
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}
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}
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int CellRef::getCharge() const
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{
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return mCellRef.mChargeInt;
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}
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void CellRef::setCharge(int charge)
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{
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if (charge != mCellRef.mChargeInt)
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@ -150,11 +100,6 @@ namespace MWWorld
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}
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}
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float CellRef::getChargeFloat() const
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{
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return mCellRef.mChargeFloat;
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}
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void CellRef::setChargeFloat(float charge)
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{
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if (charge != mCellRef.mChargeFloat)
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@ -164,16 +109,6 @@ namespace MWWorld
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}
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}
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std::string CellRef::getOwner() const
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{
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return mCellRef.mOwner;
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}
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std::string CellRef::getGlobalVariable() const
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{
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return mCellRef.mGlobalVariable;
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}
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void CellRef::resetGlobalVariable()
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{
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if (!mCellRef.mGlobalVariable.empty())
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@ -192,11 +127,6 @@ namespace MWWorld
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}
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}
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int CellRef::getFactionRank() const
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{
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return mCellRef.mFactionRank;
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}
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void CellRef::setOwner(const std::string &owner)
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{
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if (owner != mCellRef.mOwner)
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@ -206,11 +136,6 @@ namespace MWWorld
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}
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}
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std::string CellRef::getSoul() const
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{
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return mCellRef.mSoul;
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}
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void CellRef::setSoul(const std::string &soul)
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{
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if (soul != mCellRef.mSoul)
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@ -220,11 +145,6 @@ namespace MWWorld
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}
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}
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std::string CellRef::getFaction() const
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{
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return mCellRef.mFaction;
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}
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void CellRef::setFaction(const std::string &faction)
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{
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if (faction != mCellRef.mFaction)
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@ -234,11 +154,6 @@ namespace MWWorld
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}
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}
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int CellRef::getLockLevel() const
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{
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return mCellRef.mLockLevel;
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}
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void CellRef::setLockLevel(int lockLevel)
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{
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if (lockLevel != mCellRef.mLockLevel)
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@ -261,16 +176,6 @@ namespace MWWorld
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setLockLevel(-abs(mCellRef.mLockLevel)); //Makes lockLevel negative
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}
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std::string CellRef::getKey() const
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{
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return mCellRef.mKey;
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}
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std::string CellRef::getTrap() const
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{
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return mCellRef.mTrap;
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}
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void CellRef::setTrap(const std::string& trap)
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{
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if (trap != mCellRef.mTrap)
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@ -280,11 +185,6 @@ namespace MWWorld
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}
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}
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int CellRef::getGoldValue() const
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{
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return mCellRef.mGoldValue;
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}
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void CellRef::setGoldValue(int value)
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{
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if (value != mCellRef.mGoldValue)
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@ -299,9 +199,4 @@ namespace MWWorld
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state.mRef = mCellRef;
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}
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bool CellRef::hasChanged() const
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{
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return mChanged;
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}
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}
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@ -23,7 +23,7 @@ namespace MWWorld
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}
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// Note: Currently unused for items in containers
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const ESM::RefNum& getRefNum() const;
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const ESM::RefNum& getRefNum() const { return mCellRef.mRefNum; }
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// Returns RefNum.
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// If RefNum is not set, assigns a generated one and changes the "lastAssignedRefNum" counter.
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@ -33,35 +33,35 @@ namespace MWWorld
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void unsetRefNum();
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/// Does the RefNum have a content file?
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bool hasContentFile() const;
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bool hasContentFile() const { return mCellRef.mRefNum.hasContentFile(); }
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// Id of object being referenced
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std::string getRefId() const;
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const std::string& getRefId() const { return mCellRef.mRefID; }
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// Reference to ID of the object being referenced
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const std::string& getRefIdRef() const { return mCellRef.mRefID; }
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const std::string& getRefIdRef() const { return mCellRef.mRefID; } // TODO replace with getRefId
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// For doors - true if this door teleports to somewhere else, false
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// if it should open through animation.
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bool getTeleport() const;
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bool getTeleport() const { return mCellRef.mTeleport; }
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// Teleport location for the door, if this is a teleporting door.
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ESM::Position getDoorDest() const;
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const ESM::Position& getDoorDest() const { return mCellRef.mDoorDest; }
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// Destination cell for doors (optional)
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std::string getDestCell() const;
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const std::string& getDestCell() const { return mCellRef.mDestCell; }
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// Scale applied to mesh
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float getScale() const;
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float getScale() const { return mCellRef.mScale; }
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void setScale(float scale);
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// The *original* position and rotation as it was given in the Construction Set.
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// Current position and rotation of the object is stored in RefData.
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ESM::Position getPosition() const;
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const ESM::Position& getPosition() const { return mCellRef.mPos; }
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void setPosition (const ESM::Position& position);
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// Remaining enchantment charge. This could be -1 if the charge was not touched yet (i.e. full).
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float getEnchantmentCharge() const;
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float getEnchantmentCharge() const { return mCellRef.mEnchantmentCharge; }
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// Remaining enchantment charge rescaled to the supplied maximum charge (such as one of the enchantment).
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float getNormalizedEnchantmentCharge(int maxCharge) const;
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@ -71,57 +71,57 @@ namespace MWWorld
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// For weapon or armor, this is the remaining item health.
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// For tools (lockpicks, probes, repair hammer) it is the remaining uses.
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// If this returns int(-1) it means full health.
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int getCharge() const;
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float getChargeFloat() const; // Implemented as union with int charge
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int getCharge() const { return mCellRef.mChargeInt; }
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float getChargeFloat() const { return mCellRef.mChargeFloat; } // Implemented as union with int charge
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void setCharge(int charge);
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void setChargeFloat(float charge);
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void applyChargeRemainderToBeSubtracted(float chargeRemainder); // Stores remainders and applies if > 1
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// The NPC that owns this object (and will get angry if you steal it)
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std::string getOwner() const;
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const std::string& getOwner() const { return mCellRef.mOwner; }
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void setOwner(const std::string& owner);
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// Name of a global variable. If the global variable is set to '1', using the object is temporarily allowed
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// even if it has an Owner field.
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// Used by bed rent scripts to allow the player to use the bed for the duration of the rent.
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std::string getGlobalVariable() const;
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const std::string& getGlobalVariable() const { return mCellRef.mGlobalVariable; }
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void resetGlobalVariable();
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// ID of creature trapped in this soul gem
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std::string getSoul() const;
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const std::string& getSoul() const { return mCellRef.mSoul; }
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void setSoul(const std::string& soul);
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// The faction that owns this object (and will get angry if
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// you take it and are not a faction member)
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std::string getFaction() const;
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const std::string& getFaction() const { return mCellRef.mFaction; }
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void setFaction (const std::string& faction);
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// PC faction rank required to use the item. Sometimes is -1, which means "any rank".
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void setFactionRank(int factionRank);
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int getFactionRank() const;
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int getFactionRank() const { return mCellRef.mFactionRank; }
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// Lock level for doors and containers
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// Positive for a locked door. 0 for a door that was never locked.
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// For an unlocked door, it is set to -(previous locklevel)
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int getLockLevel() const;
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int getLockLevel() const { return mCellRef.mLockLevel; }
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void setLockLevel(int lockLevel);
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void lock(int lockLevel);
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void unlock();
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// Key and trap ID names, if any
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std::string getKey() const;
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std::string getTrap() const;
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const std::string& getKey() const { return mCellRef.mKey; }
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const std::string& getTrap() const { return mCellRef.mTrap; }
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void setTrap(const std::string& trap);
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// This is 5 for Gold_005 references, 100 for Gold_100 and so on.
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int getGoldValue() const;
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int getGoldValue() const { return mCellRef.mGoldValue; }
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void setGoldValue(int value);
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// Write the content of this CellRef into the given ObjectState
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void writeState (ESM::ObjectState& state) const;
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// Has this CellRef changed since it was originally loaded?
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bool hasChanged() const;
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bool hasChanged() const { return mChanged; }
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private:
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bool mChanged;
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