Merge pull request #1165 from fryguy503/instrument-autoequip

[Bug] Prevent Bards from auto equip loot when using instrument
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Chris Miles 2021-01-03 17:17:08 -06:00 committed by GitHub
commit 0396bada96
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@ -1154,9 +1154,34 @@ bool Client::AutoPutLootInInventory(EQ::ItemInstance& inst, bool try_worn, bool
}
}
}
if( i == EQ::invslot::slotPrimary && m_inv[EQ::invslot::slotSecondary] ) {
uint8 instrument = m_inv[EQ::invslot::slotSecondary]->GetItem()->ItemType;
if(
instrument == EQ::item::ItemTypeWindInstrument ||
instrument == EQ::item::ItemTypeStringedInstrument ||
instrument == EQ::item::ItemTypeBrassInstrument ||
instrument == EQ::item::ItemTypePercussionInstrument
) {
LogInventory("Cannot equip a primary item with [{}] already in the secondary.", m_inv[EQ::invslot::slotSecondary]->GetItem()->Name);
continue; // Do not auto-equip Primary when instrument is in Secondary
}
}
if (i == EQ::invslot::slotSecondary && m_inv[EQ::invslot::slotPrimary]) { // check to see if primary slot is a two hander
if (m_inv[EQ::invslot::slotPrimary]->GetItem()->IsType2HWeapon())
uint8 instrument = inst.GetItem()->ItemType;
if(
instrument == EQ::item::ItemTypeWindInstrument ||
instrument == EQ::item::ItemTypeStringedInstrument ||
instrument == EQ::item::ItemTypeBrassInstrument ||
instrument == EQ::item::ItemTypePercussionInstrument
) {
LogInventory("Cannot equip a secondary instrument with [{}] already in the primary.", m_inv[EQ::invslot::slotPrimary]->GetItem()->Name);
continue; // Do not auto-equip instrument in Secondary when Primary is equipped.
}
uint8 use = m_inv[EQ::invslot::slotPrimary]->GetItem()->ItemType;
if(use == EQ::item::ItemType2HSlash || use == EQ::item::ItemType2HBlunt || use == EQ::item::ItemType2HPiercing) {
continue;
}
}
if (i == EQ::invslot::slotSecondary && inst.IsWeapon() && !CanThisClassDualWield()) {
continue;
@ -1169,7 +1194,6 @@ bool Client::AutoPutLootInInventory(EQ::ItemInstance& inst, bool try_worn, bool
if (worn_slot_material != EQ::textures::materialInvalid) {
SendWearChange(worn_slot_material);
}
parse->EventItem(EVENT_EQUIP_ITEM, this, &inst, nullptr, "", i);
return true;
}