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Don't trigger dynamic stats recalculation when setting up actor initial stats (Fixes #1927)
This caused the magicka value set in the CS to be ignored completely, so flame atronachs were spawning with 50 magicka instead of 105.
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447e93bdb4
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@ -129,6 +129,8 @@ namespace MWClass
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data->mCreatureStats.setGoldPool(ref->mBase->mData.mGold);
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data->mCreatureStats.setGoldPool(ref->mBase->mData.mGold);
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data->mCreatureStats.setNeedRecalcDynamicStats(false);
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// store
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// store
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ptr.getRefData().setCustomData(data.release());
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ptr.getRefData().setCustomData(data.release());
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@ -388,6 +388,8 @@ namespace MWClass
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data->mNpcStats.setGoldPool(gold);
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data->mNpcStats.setGoldPool(gold);
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data->mNpcStats.setNeedRecalcDynamicStats(false);
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// store
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// store
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ptr.getRefData().setCustomData (data.release());
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ptr.getRefData().setCustomData (data.release());
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@ -378,6 +378,11 @@ namespace MWMechanics
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return false;
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return false;
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}
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}
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void CreatureStats::setNeedRecalcDynamicStats(bool val)
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{
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mRecalcDynamicStats = val;
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}
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void CreatureStats::setKnockedDown(bool value)
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void CreatureStats::setKnockedDown(bool value)
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{
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{
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mKnockdown = value;
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mKnockdown = value;
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@ -92,6 +92,7 @@ namespace MWMechanics
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void setAttackStrength(float value);
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void setAttackStrength(float value);
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bool needToRecalcDynamicStats();
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bool needToRecalcDynamicStats();
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void setNeedRecalcDynamicStats(bool val);
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void addToFallHeight(float height);
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void addToFallHeight(float height);
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