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Do not initialize map every call
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@ -138,6 +138,7 @@
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Task #4605: Optimize skinning
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Task #4605: Optimize skinning
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Task #4606: Support Rapture3D's OpenAL driver
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Task #4606: Support Rapture3D's OpenAL driver
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Task #4613: Incomplete type errors when compiling with g++ on OSX 10.9
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Task #4613: Incomplete type errors when compiling with g++ on OSX 10.9
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Task #4621: Optimize combat AI
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0.44.0
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0.44.0
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------
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------
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@ -274,7 +274,9 @@ short MagicEffect::getResistanceEffect(short effect)
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// Source https://wiki.openmw.org/index.php?title=Research:Magic#Effect_attribute
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// Source https://wiki.openmw.org/index.php?title=Research:Magic#Effect_attribute
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// <Effect, Effect providing resistance against first effect>
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// <Effect, Effect providing resistance against first effect>
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std::map<short, short> effects;
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static std::map<short, short> effects;
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if (effects.empty())
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{
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effects[DisintegrateArmor] = Sanctuary;
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effects[DisintegrateArmor] = Sanctuary;
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effects[DisintegrateWeapon] = Sanctuary;
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effects[DisintegrateWeapon] = Sanctuary;
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@ -310,6 +312,7 @@ short MagicEffect::getResistanceEffect(short effect)
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effects[Corprus] = ResistCorprusDisease;
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effects[Corprus] = ResistCorprusDisease;
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effects[Poison] = ResistPoison;
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effects[Poison] = ResistPoison;
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effects[Paralyze] = ResistParalysis;
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effects[Paralyze] = ResistParalysis;
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}
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if (effects.find(effect) != effects.end())
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if (effects.find(effect) != effects.end())
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return effects[effect];
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return effects[effect];
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@ -319,8 +322,9 @@ short MagicEffect::getResistanceEffect(short effect)
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short MagicEffect::getWeaknessEffect(short effect)
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short MagicEffect::getWeaknessEffect(short effect)
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{
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{
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std::map<short, short> effects;
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static std::map<short, short> effects;
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if (effects.empty())
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{
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for (int i=0; i<5; ++i)
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for (int i=0; i<5; ++i)
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effects[DrainAttribute+i] = WeaknessToMagicka;
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effects[DrainAttribute+i] = WeaknessToMagicka;
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for (int i=0; i<5; ++i)
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for (int i=0; i<5; ++i)
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@ -354,6 +358,7 @@ short MagicEffect::getWeaknessEffect(short effect)
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effects[Poison] = WeaknessToPoison;
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effects[Poison] = WeaknessToPoison;
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effects[Paralyze] = -1;
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effects[Paralyze] = -1;
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}
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if (effects.find(effect) != effects.end())
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if (effects.find(effect) != effects.end())
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return effects[effect];
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return effects[effect];
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