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Converted MATERIAL defines to MaterialUseSlots enumeration
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+9
-9
@@ -278,7 +278,7 @@ void NPC::AddLootDrop(const Item_Struct *item2, ItemList* itemlist, int16 charge
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if (item2->Proc.Effect != 0)
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CastToMob()->AddProcToWeapon(item2->Proc.Effect, true);
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eslot = MATERIAL_PRIMARY;
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eslot = MaterialPrimary;
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}
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else if (foundslot == SLOT_SECONDARY
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&& (GetOwner() != nullptr || (GetLevel() >= 13 && MakeRandomInt(0,99) < NPC_DW_CHANCE) || (item2->Damage==0)) &&
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@@ -288,28 +288,28 @@ void NPC::AddLootDrop(const Item_Struct *item2, ItemList* itemlist, int16 charge
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if (item2->Proc.Effect!=0)
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CastToMob()->AddProcToWeapon(item2->Proc.Effect, true);
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eslot = MATERIAL_SECONDARY;
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eslot = MaterialSecondary;
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}
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else if (foundslot == SLOT_HEAD) {
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eslot = MATERIAL_HEAD;
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eslot = MaterialHead;
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}
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else if (foundslot == SLOT_CHEST) {
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eslot = MATERIAL_CHEST;
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eslot = MaterialChest;
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}
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else if (foundslot == SLOT_ARMS) {
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eslot = MATERIAL_ARMS;
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eslot = MaterialArms;
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}
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else if (foundslot == SLOT_BRACER01 || foundslot == SLOT_BRACER02) {
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eslot = MATERIAL_BRACER;
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eslot = MaterialWrist;
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}
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else if (foundslot == SLOT_HANDS) {
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eslot = MATERIAL_HANDS;
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eslot = MaterialHands;
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}
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else if (foundslot == SLOT_LEGS) {
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eslot = MATERIAL_LEGS;
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eslot = MaterialLegs;
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}
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else if (foundslot == SLOT_FEET) {
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eslot = MATERIAL_FEET;
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eslot = MaterialFeet;
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}
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/*
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