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Renamed class Inventory to EQEmu::InventoryProfile
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+3
-3
@@ -2728,7 +2728,7 @@ uint32 NPC::GetEquipment(uint8 material_slot) const
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{
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if(material_slot > 8)
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return 0;
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int16 invslot = Inventory::CalcSlotFromMaterial(material_slot);
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int16 invslot = EQEmu::InventoryProfile::CalcSlotFromMaterial(material_slot);
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if (invslot == INVALID_INDEX)
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return 0;
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return equipment[invslot];
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@@ -2862,7 +2862,7 @@ int32 Mob::GetEquipmentMaterial(uint8 material_slot) const
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{
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if (this->IsClient())
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{
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int16 invslot = Inventory::CalcSlotFromMaterial(material_slot);
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int16 invslot = EQEmu::InventoryProfile::CalcSlotFromMaterial(material_slot);
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if (invslot == INVALID_INDEX)
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{
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return 0;
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@@ -2907,7 +2907,7 @@ int32 Mob::GetHerosForgeModel(uint8 material_slot) const
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uint32 ornamentationAugtype = RuleI(Character, OrnamentationAugmentType);
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const EQEmu::ItemData *item;
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item = database.GetItem(GetEquipment(material_slot));
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int16 invslot = Inventory::CalcSlotFromMaterial(material_slot);
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int16 invslot = EQEmu::InventoryProfile::CalcSlotFromMaterial(material_slot);
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if (item != 0 && invslot != INVALID_INDEX)
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{
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