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@ -38,8 +38,7 @@ struct DF_Creature_Base
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PyObject_HEAD
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// simple type stuff
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uint32_t position;
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PyObject* origin;
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uint32_t origin;
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uint32_t c_type;
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uint8_t profession;
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uint16_t mood;
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@ -58,6 +57,7 @@ struct DF_Creature_Base
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PyObject* custom_profession;
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// composites
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PyObject* position;
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PyObject *name, *squad_name, *artifact_name;
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PyObject* current_job;
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@ -71,87 +71,77 @@ struct DF_Creature_Base
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PyObject* labor_list;
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};
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static PyObject* BuildCreature(DFHack::t_creature& creature)
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{
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DF_Creature_Base* obj;
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obj = (DF_Creature_Base*)PyObject_Call((PyObject*)&DF_Creature_Base_type);
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obj->position = Py_BuildValue("III", creature.x, creature.y, creature.z);
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obj->profession = creature.profession;
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obj->c_type = creature.type;
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obj->mood = creature.mood;
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obj->happiness = creature.happiness;
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obj->c_id = creature.id;
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obj->agility = creature.agility;
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obj->strength = creature.strength;
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obj->toughness = creature.toughness;
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obj->money = creature.money;
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obj->squad_leader_id = creature.squad_leader_id;
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obj->sex = creature.sex;
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obj->pregnancy_timer = creature.pregnancy_timer;
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obj->blood_max = creature.blood_max;
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obj->blood_current = creature.blood_current;
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obj->bleed_rate = creature.bleed_rate)
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obj->custom_profession = PyString_FromString(creature.custom_profession);
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obj->flags1 = PyObject_Call(CreatureFlags1_type, PyInt_FromLong(creature.flags1.whole));
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obj->flags2 = PyObject_Call(CreatureFlags2_type, PyInt_FromLong(creature.flags2.whole));
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obj->current_job = BuildJob(creature.current_job);
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obj->name = BuildName(creature.name);
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obj->squad_name = BuildName(creature.squad_name);
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obj->artifact_name = BuildName(creature.artifact_name);
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obj->skill_list = PyList_New(creature.numSkills);
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for(int i = 0; i < creature.numSkills; i++)
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PyList_SetItem(obj->skill_list, i, BuildSkill(creature.skills[i]));
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obj->like_list = PyList_New(creature.numLikes);
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for(int i = 0; i < creature.numLikes; i++)
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PyList_SetItem(obj->like_list, i, BuildLike(creature.likes[i]));
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obj->labor_list = PyList_New(NUM_CREATURE_LABORS);
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// API type Allocation, Deallocation, and Initialization
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for(int i = 0; i < NUM_CREATURE_LABORS; i++)
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PyList_SetItem(obj->labor_list, i, PyInt_FromLong(creature.labors[i]));
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static PyObject* DF_Creature_Base_new(PyTypeObject* type, PyObject* args, PyObject* kwds)
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{
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DF_Creature_Base* self;
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obj->trait_list = PyList_New(NUM_CREATURE_TRAITS);
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self = (DF_Creature_Base*)type->tp_alloc(type, 0);
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for(int i = 0; i < NUM_CREATURE_TRAITS; i++)
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PyList_SetItem(obj->trait_list, i, PyInt_FromLong(creature.traits[i]));
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if(self != NULL)
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{
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self->origin = 0;
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self->c_type = 0;
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self->profession = 0;
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self->mood = 0;
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self->happiness = 0;
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self->c_id = 0;
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self->agility = 0;
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self->strength = 0;
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self->toughness = 0;
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self->money = 0;
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self->squad_leader_id = 0;
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self->sex = 0;
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self->pregnancy_timer = 0;
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self->blood_max = 0;
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self->blood_current = 0;
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self->bleed_rate = 0;
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self->custom_profession = PyString_FromString("");
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self->name = PyString_FromString("");
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self->squad_name = PyString_FromString("");
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self->artifact_name = PyString_FromString("");
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self->skill_list = NULL;
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self->like_list = NULL;
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self->trait_list = NULL;
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self->labor_list = NULL;
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}
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return obj;
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return (PyObject*)self;
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}
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// API type Allocation, Deallocation, and Initialization
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static void DF_Creature_Base_dealloc(DF_Creature_Base* self)
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{
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if(self != NULL)
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{
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Py_CLEAR(self->position);
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Py_CLEAR(self->c_type);
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Py_CLEAR(self->flags1);
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Py_CLEAR(self->flags2);
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Py_CLEAR(self->custom_profession);
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Py_CLEAR(self->name);
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Py_CLEAR(self->squad_name);
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Py_CLEAR(self->artifact_name);
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Py_CLEAR(self->current_job);
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Py_CLEAR(self->flags1);
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Py_CLEAR(self->flags2);
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if(self->labor_list != NULL)
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PyList_Clear(self->labor_list);
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if(self->trait_list != NULL)
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PyList_Clear(self->trait_list);
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if(self->skill_list != NULL)
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PyList_Clear(self->skill_list);
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if(self->like_list != NULL)
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PyList_Clear(self->like_list);
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Py_CLEAR(self->labor_list);
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Py_CLEAR(self->trait_list);
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Py_CLEAR(self->skill_list);
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Py_CLEAR(self->like_list);
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// if(self->labor_list != NULL)
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// PyList_Clear(self->labor_list);
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// if(self->trait_list != NULL)
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// PyList_Clear(self->trait_list);
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// if(self->skill_list != NULL)
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// PyList_Clear(self->skill_list);
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// if(self->like_list != NULL)
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// PyList_Clear(self->like_list);
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self->ob_type->tp_free((PyObject*)self);
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}
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@ -163,13 +153,23 @@ static PyMemberDef DF_Creature_Base_members[] =
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{"type", T_UINT, offsetof(DF_Creature_Base, c_type), 0, ""},
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{"flags1", T_OBJECT_EX, offsetof(DF_Creature_Base, flags1), 0, ""},
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{"flags2", T_OBJECT_EX, offsetof(DF_Creature_Base, flags2), 0, ""},
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{"name", T_OBJECT_EX, offsetof(DF_Creature_base, name), 0, ""},
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{"name", T_OBJECT_EX, offsetof(DF_Creature_Base, name), 0, ""},
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{"squad_name", T_OBJECT_EX, offsetof(DF_Creature_Base, squad_name), 0, ""},
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{"artifact_name", T_OBJECT_EX, offsetof(DF_Creature_Base, artifact_name), 0, ""},
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{"profession", T_INT, offsetof(DF_Creature_base, profession), 0, ""},
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{"profession", T_INT, offsetof(DF_Creature_Base, profession), 0, ""},
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{"custom_profession", T_OBJECT_EX, offsetof(DF_Creature_Base, custom_profession), 0, ""},
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{"happiness", T_SHORT, offsetof(DF_Creature_Base, happiness), 0, ""},
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{NULL}
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{NULL} //Sentinel
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};
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static PyGetSetDef DF_Creature_Base_getterSetters[] =
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{
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{NULL} //Sentinel
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};
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static PyMethodDef DF_Creature_Base_methods[] =
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{
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{NULL} //Sentinel
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};
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static PyTypeObject DF_Creature_Base_type =
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@ -203,7 +203,7 @@ static PyTypeObject DF_Creature_Base_type =
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0, /* tp_iter */
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0, /* tp_iternext */
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DF_Creature_Base_methods, /* tp_methods */
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0, /* tp_members */
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DF_Creature_Base_members, /* tp_members */
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DF_Creature_Base_getterSetters, /* tp_getset */
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0, /* tp_base */
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0, /* tp_dict */
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@ -212,7 +212,64 @@ static PyTypeObject DF_Creature_Base_type =
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0, /* tp_dictoffset */
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0, /* tp_init */
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0, /* tp_alloc */
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0, /* tp_new */
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DF_Creature_Base_new, /* tp_new */
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};
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static PyObject* BuildCreature(DFHack::t_creature& creature)
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{
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DF_Creature_Base* obj;
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obj = (DF_Creature_Base*)PyObject_Call((PyObject*)&DF_Creature_Base_type, NULL, NULL);
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obj->position = Py_BuildValue("III", creature.x, creature.y, creature.z);
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obj->profession = creature.profession;
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obj->c_type = creature.type;
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obj->mood = creature.mood;
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obj->happiness = creature.happiness;
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obj->c_id = creature.id;
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obj->agility = creature.agility;
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obj->strength = creature.strength;
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obj->toughness = creature.toughness;
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obj->money = creature.money;
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obj->squad_leader_id = creature.squad_leader_id;
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obj->sex = creature.sex;
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obj->pregnancy_timer = creature.pregnancy_timer;
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obj->blood_max = creature.blood_max;
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obj->blood_current = creature.blood_current;
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obj->bleed_rate = creature.bleed_rate;
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if(creature.custom_profession[0])
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obj->custom_profession = PyString_FromString(creature.custom_profession);
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obj->flags1 = PyObject_Call(CreatureFlags1_type, PyInt_FromLong(creature.flags1.whole), NULL);
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obj->flags2 = PyObject_Call(CreatureFlags2_type, PyInt_FromLong(creature.flags2.whole), NULL);
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obj->current_job = BuildJob(creature.current_job);
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obj->name = BuildName(creature.name);
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obj->squad_name = BuildName(creature.squad_name);
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obj->artifact_name = BuildName(creature.artifact_name);
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obj->skill_list = PyList_New(creature.numSkills);
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for(int i = 0; i < creature.numSkills; i++)
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PyList_SetItem(obj->skill_list, i, BuildSkill(creature.skills[i]));
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obj->like_list = PyList_New(creature.numLikes);
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for(int i = 0; i < creature.numLikes; i++)
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PyList_SetItem(obj->like_list, i, BuildLike(creature.likes[i]));
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obj->labor_list = PyList_New(NUM_CREATURE_LABORS);
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for(int i = 0; i < NUM_CREATURE_LABORS; i++)
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PyList_SetItem(obj->labor_list, i, PyInt_FromLong(creature.labors[i]));
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obj->trait_list = PyList_New(NUM_CREATURE_TRAITS);
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for(int i = 0; i < NUM_CREATURE_TRAITS; i++)
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PyList_SetItem(obj->trait_list, i, PyInt_FromLong(creature.traits[i]));
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return (PyObject*)obj;
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}
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#endif
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