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fixed logic. ||
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@ -844,7 +844,7 @@ namespace MWMechanics
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for (std::vector<MWWorld::Ptr>::iterator it = neighbors.begin(); it != neighbors.end(); ++it)
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{
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if ( *it == ptr
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&& !it->getClass().isNpc()) continue; // not the player and is an NPC
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|| !it->getClass().isNpc()) continue; // not the player and is an NPC
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// Was the crime seen?
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if ( ( MWBase::Environment::get().getWorld()->getLOS(ptr, *it) && awarenessCheck(ptr, *it) ) ||
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@ -861,7 +861,7 @@ namespace MWMechanics
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for (std::vector<MWWorld::Ptr>::iterator it1 = neighbors.begin(); it1 != neighbors.end(); ++it1)
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{
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if ( *it == ptr
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&& !it->getClass().isNpc()) continue; // not the player and is an NPC
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|| !it->getClass().isNpc()) continue; // not the player and is an NPC
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// TODO: Add more messages
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if (type == OT_Theft)
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