Removes some variables that are better handled in implementations.
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@@ -7,14 +7,12 @@
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using namespace CreatureLib;
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Battling::Creature::Creature(const BattleLibrary* library, const Library::CreatureSpecies* species,
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const Library::SpeciesVariant* variant, uint8_t level, uint32_t experience,
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Core::StatisticSet<uint8_t> statExp, Core::StatisticSet<uint8_t> statPotential,
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uint32_t uid, Library::Gender gender, uint8_t coloring, const Library::Item* heldItem,
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const Library::SpeciesVariant* variant, uint8_t level, uint32_t experience, uint32_t uid,
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Library::Gender gender, uint8_t coloring, const Library::Item* heldItem,
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std::string nickname, int8_t talent, std::vector<LearnedAttack*> attacks)
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: _library(library), __Species(species), __Variant(variant), __Level(level), __Experience(experience),
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__StatExperience(statExp), __StatPotential(statPotential), __UniqueIdentifier(uid), __Gender(gender),
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__Coloring(coloring), __HeldItem(heldItem), _nickname(std::move(nickname)), _talentIndex(talent),
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_hasOverridenTalent(false), _attacks(std::move(attacks)) {
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__UniqueIdentifier(uid), __Gender(gender), __Coloring(coloring), __HeldItem(heldItem),
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_nickname(std::move(nickname)), _talentIndex(talent), _hasOverridenTalent(false), _attacks(std::move(attacks)) {
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RecalculateFlatStats();
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__CurrentHealth = GetBoostedStat(Core::Statistic::Health);
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_activeTalent = _library->LoadScript(ScriptResolver::ScriptCategory::Talent, GetActiveTalent());
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@@ -59,10 +57,6 @@ uint32_t Battling::Creature::GetBoostedStat(Core::Statistic stat) const { return
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uint32_t Battling::Creature::GetBaseStat(Core::Statistic stat) const { return __Variant->GetStatistic(stat); }
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uint32_t Battling::Creature::GetStatPotential(Core::Statistic stat) const { return __StatPotential.GetStat(stat); }
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uint32_t Battling::Creature::GetStatExperience(Core::Statistic stat) const { return __StatExperience.GetStat(stat); }
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int8_t Battling::Creature::GetStatBoost(Core::Statistic stat) const { return _statBoost.GetStat(stat); }
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void Battling::Creature::RecalculateFlatStats() {
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