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Managed to forget the itemmodel.cpp code
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@ -2,6 +2,8 @@
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#include "../mwworld/class.hpp"
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#include "../mwworld/containerstore.hpp"
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#include "../mwworld/store.hpp"
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#include "../mwworld/esmstore.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/environment.hpp"
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@ -19,7 +21,37 @@ namespace MWGui
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if (base.getClass().getEnchantment(base) != "")
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mFlags |= Flag_Enchanted;
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if (MWBase::Environment::get().getWorld()->isBoundItemID(base.getCellRef().getRefId()))
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static std::map<std::string, bool> boundItemIDCache;
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// If this is empty then we haven't executed the GMST cache logic yet; or there isn't any sMagicBound* GMST's for some reason
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if (boundItemIDCache.empty())
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{
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// Build a list of known bound item ID's
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const MWWorld::Store<ESM::GameSetting> &gameSettings = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
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for (MWWorld::Store<ESM::GameSetting>::iterator currentIteration = gameSettings.begin(); currentIteration != gameSettings.end(); ++currentIteration)
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{
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const ESM::GameSetting ¤tSetting = *currentIteration;
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std::string currentGMSTID = currentSetting.mId;
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Misc::StringUtils::toLower(currentGMSTID);
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// Don't bother checking this GMST if it's not a sMagicBound* one.
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if (currentGMSTID.find("smagicbound") != 0)
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continue;
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// All sMagicBound* GMST's should be of type string
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std::string currentGMSTValue = currentSetting.getString();
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Misc::StringUtils::toLower(currentGMSTValue);
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boundItemIDCache[currentGMSTValue] = true;
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}
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}
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// Perform bound item check and assign the Flag_Bound bit if it passes
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std::string tempItemID = base.getCellRef().getRefId();
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Misc::StringUtils::toLower(tempItemID);
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if (boundItemIDCache.count(tempItemID) != 0)
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mFlags |= Flag_Bound;
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}
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