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Renamed class Inventory to EQEmu::InventoryProfile
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+7
-7
@@ -2875,7 +2875,7 @@ void Bot::Spawn(Client* botCharacterOwner) {
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for (int i = EQEmu::legacy::EQUIPMENT_BEGIN; i <= EQEmu::legacy::EQUIPMENT_END; ++i) {
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itemID = GetBotItemBySlot(i);
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if(itemID != 0) {
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materialFromSlot = Inventory::CalcMaterialFromSlot(i);
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materialFromSlot = EQEmu::InventoryProfile::CalcMaterialFromSlot(i);
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if(materialFromSlot != 0xFF)
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this->SendWearChange(materialFromSlot);
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}
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@@ -2897,7 +2897,7 @@ void Bot::RemoveBotItemBySlot(uint32 slotID, std::string *errorMessage)
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}
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// Retrieves all the inventory records from the database for this bot.
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void Bot::GetBotItems(Inventory &inv, std::string* errorMessage)
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void Bot::GetBotItems(EQEmu::InventoryProfile &inv, std::string* errorMessage)
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{
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if(!GetBotID())
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return;
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@@ -3235,7 +3235,7 @@ EQEmu::ItemInstance* Bot::GetBotItem(uint32 slotID) {
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// Adds the specified item it bot to the NPC equipment array and to the bot inventory collection.
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void Bot::BotAddEquipItem(int slot, uint32 id) {
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if(slot > 0 && id > 0) {
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uint8 materialFromSlot = Inventory::CalcMaterialFromSlot(slot);
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uint8 materialFromSlot = EQEmu::InventoryProfile::CalcMaterialFromSlot(slot);
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if (materialFromSlot != EQEmu::textures::materialInvalid) {
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equipment[slot] = id; // npc has more than just material slots. Valid material should mean valid inventory index
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@@ -3251,7 +3251,7 @@ void Bot::BotAddEquipItem(int slot, uint32 id) {
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// Erases the specified item from bot the NPC equipment array and from the bot inventory collection.
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void Bot::BotRemoveEquipItem(int slot) {
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if(slot > 0) {
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uint8 materialFromSlot = Inventory::CalcMaterialFromSlot(slot);
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uint8 materialFromSlot = EQEmu::InventoryProfile::CalcMaterialFromSlot(slot);
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if (materialFromSlot != EQEmu::textures::materialInvalid) {
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equipment[slot] = 0; // npc has more than just material slots. Valid material should mean valid inventory index
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@@ -3382,7 +3382,7 @@ void Bot::PerformTradeWithClient(int16 beginSlotID, int16 endSlotID, Client* cli
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bool UpdateClient = false;
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bool already_returned = false;
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Inventory& clientInventory = client->GetInv();
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EQEmu::InventoryProfile& clientInventory = client->GetInv();
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const EQEmu::ItemInstance* inst = clientInventory[i];
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if(inst) {
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items[i] = inst->GetItem()->ID;
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@@ -8434,7 +8434,7 @@ bool Bot::DyeArmor(int16 slot_id, uint32 rgb, bool all_flag, bool save_flag)
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return false;
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for (uint8 i = EQEmu::textures::textureBegin; i < EQEmu::textures::weaponPrimary; ++i) {
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uint8 inv_slot = Inventory::CalcSlotFromMaterial(i);
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uint8 inv_slot = EQEmu::InventoryProfile::CalcSlotFromMaterial(i);
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EQEmu::ItemInstance* inst = m_inv.GetItem(inv_slot);
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if (!inst)
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continue;
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@@ -8444,7 +8444,7 @@ bool Bot::DyeArmor(int16 slot_id, uint32 rgb, bool all_flag, bool save_flag)
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}
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}
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else {
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uint8 mat_slot = Inventory::CalcMaterialFromSlot(slot_id);
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uint8 mat_slot = EQEmu::InventoryProfile::CalcMaterialFromSlot(slot_id);
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if (mat_slot == EQEmu::textures::materialInvalid || mat_slot >= EQEmu::textures::weaponPrimary)
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return false;
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